; �J���t�[�}���̓��̓R�}���h��`�t�@�C���ł��B
; �R�}���h�̓��̓L�[��ݒ肷��p�[�g�ƁA�Z�����s���邽�߂̏�����ݒ肷��p�[�g�ɕ�����Ă��܂��B
;------------------------------------------------------------------------------
;==============================================================================
; ���̓L�[�̐ݒ�p�[�g
;==============================================================================
;------------------------------------------------------------------------------
;���ݒ�͂��̌`�����܂莖�ł��B�ڍׂ͈ȉ��Q�ƁB
;
;[Command]
;name = "***"
;command = ###
;time = &&&
;
;���R�}���h�̖��O�F�uname = "***"�v�Ƃ������ɓ���܂��B***�ɕ��������Ă��������B
; �@�@�@�@�@�@�@�@�A���t�@�x�b�g�͑啶���Ə������ł���ʂ���܂��B���{����\�ł��B
;
;���w����@�F�ucommand = ###�v�Ƃ������ɓ���܂��B
;�@�@�@�@�@�@###�ɉ��L�̃L�[��g�ݍ��킹���͂���R�}���h��ݒ肵�Ă��������B
;
;�@�@�����L�[�F�@B, DB, D, DF, F, UF, U, UB�@�i�S�đ啶���Łj
;�@�@�@�@�@�@�@�@B=Back�i��j�ED=Down�i���j�EF=Forward�i�O�j�EU=Up�i��j�ɂȂ��Ă��܂��B
;
;�@�@�{�^���@�F�@a, b, c, x, y, z, s �@�@�@�@�i�S�ď������Łj
; 
;�@�����ꕶ��
;
;�@�@�X���b�V���i / �j�F�{�^�����������ςȂ��ɂ���ꍇ�͂�������܂��B
;�@�@�@�@�@�@�@�@��Fcommand = /F�@�@�@�i�O�L�[���������܂܂ɂ���j
;�@�@�@�@�@�@�@�@�@�@command = /B,y�@�@�i��L�[���������܂܂x�{�^������́j
;
;�@�@�`���_�@�@�i ~ �j�F�{�^����������鎖��F��������ꍇ�͂�������܂��B
;�@�@�@�@�@�@�@�@��Fcommand = ~c�@�@�@�i�b�{�^���𗣂��j
;�@�@�@�@�@�@�@�@�@�@command = ~DB,DF,x�i�΂ߌ㉺�𗣂��Ď΂ߑO��=>�w�{�^���̏��Ԃɓ��́j
;
;�@�@�@�@�@�@�@�@�����l��ǉ����鎖�ŁA�{�^���𗣂��܂ł̎��ԁA������w���߁x��ݒ�o���܂��B
;�@�@�@�@�@�@�@�@��Fcommand = ~20z�@�@�i�y�{�^�����������܂܂ɂ��A�Q�O�t���[����ɗ����j
;�@�@�@�@�@�@�@�@�@�@command = ~40B,F,b�i��L�[���������܂܂ɂ��A�S�O�t���[����ɗ����đO�L�[=>�a�{�^���̏��Ԃɓ��́j
;
;�@�@�h���@�@�@�i $ �j�F�����̕����L�[�v�f����͏o����悤�ɂ���ꍇ�͂�������܂��B
;�@�@�@�@�@�@�@�@��Fcommand = $U�@�@�@�i��E�΂ߑO��E�΂ߌ��̂ǂꂩ��Ŏn�߂Ă��ǂ��j
;�@�@�@�@�@�@�@�@�@�@command = $DF �@�@�i���E�΂ߑO���E�O�̂ǂꂩ��Ŏn�߂Ă��ǂ��j
;
;�@�@�v���X�@�@�i + �j�F�{�^���𓯎���������ꍇ�͂�������܂��B
;�@�@�@�@�@�@�@�@��Fcommand = a+b �@�@�i�`�{�^���Ƃa�{�^���𓯎��������܂��j
;�@�@�@�@�@�@�@�@�@�@command = x+y+z �@�i�w�{�^���Ƃx�{�^���Ƃy�{�^���𓯎��������܂��j
;�@�@�@�@�@�@�@�@�@�@command = F+c �@�@�i�O�L�[�Ƃb�{�^���𓯎��������܂��j
;
;�@�������̓��ꕶ���́A�g�ݍ��킹�Ďg�p���鎖���\�ł��B
;�@�@�@�@�@�@�@�@��Fcommand = ~30$D,a+b
;�@�@�@�@�@�@�@�@�@�@�@�@�@�i���v�f���R�O�t���[�����߂ė�������ɂ`�{�^���Ƃa�{�^���𓯎��������܂��j
;
;�����̓R�}���h��t���ԁF�utime = &&&�v�Ƃ������ɓ���܂��B�I�v�V�����Ȃ̂ŏȗ��\�B
;�@�@�@�@�@�@�@�@�@�@�@�@&&&�ɃR�}���h����͏o���鎞�Ԃ����Ă��������B���Ԃ̓t���[�����ł��i�P�t���[����1/60�b�j�B
;�@�@�@�@�@�@�@�@��Ftime = 24�@�i���͎�t���Ԃ��Q�S�t���[���i0.4�b�j�ɐݒ�j
;
; ��͎��ۂɓo�^����Ă�����̂��Q�Ƃ��Ă��������B
;==============================================================================

;-| �{�^���z�u |-----------------------------------------------------
;�e�{�^���̔z�u���ȒP�ɕύX�ł��܂��B
;���̃L�����N�^�[�̃{�^���z�u��ς������Ƃ��ȂǂɎg���܂��B
;x = x �� x = a �ɕς���΁Ax��a�ɕς��܂��B

[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| �W���� |-------------------------------------------------------
[Defaults]
; time���L�q���Ȃ������ꍇ�A�ȉ��̒l���Q�Ƃ���܂��B�ŏ��l��1�ł��B
command.time = 15

; buffer.time�̒l�ł��B1�`30�܂Őݒ�ł��܂��B
; ���ʂ�1�ł��B
command.buffer.time = 1

;-| AI�N���p |-----------------------------------------------------------------
[Command]
name = "AI1"
command = F, B, B, F, F, B, B, F, F, B, B, F, F, B
time = 1

[Command]
name = "AI2"
command = U, D, D, U, U, D, D, U, U, D, D, U, U, D
time = 1

[Command]
name = "AI3"
command = D, U, U, D, D, U, U, D, D, U, U, D, D, U
time = 1

[Command]
name = "AI4"
command = B, F, F, B, B, F, F, B, B, F, F, B, B, F
time = 1

[Command]
name = "AI5"
command = a, x, x, a, a, x, x, a, a, x, x, a, a, x
time = 1

[Command]
name = "AI6"
command = b, y, y, b, b, y, y, b, b, y, y, b, b, y
time = 1

[Command]
name = "AI7"
command = c, z, z, c, c, z, z, c, c, z, z, c, c, z
time = 1

[Command]
name = "AI8"
command = x, a, a, x, x, a, a, x, x, a, a, x, x, a
time = 1

[Command]
name = "AI9"
command = y, b, b, y, y, b, b, y, y, b, b, y, y, b
time = 1

[Command]
name = "AI10"
command = z, c, c, z, z, c, c, z, z, c, c, z, z, c
time = 1

[Command]
name = "AI11"
command = F, B, F, B, F, B, F, B, F, B, F, B, F, B
time = 1

[Command]
name = "AI12"
command = U, D, U, D, U, D, U, D, U, D, U, D, U, D
time = 1

[Command]
name = "AI13"
command = D, U, D, U, D, U, D, U, D, U, D, U, D, U
time = 1

[Command]
name = "AI14"
command = B, F, B, F, B, F, B, F, B, F, B, F, B, F
time = 1

[Command]
name = "AI15"
command = a, x, a, x, a, x, a, x, a, x, a, x, a, x
time = 1

[Command]
name = "AI16"
command = b, y, b, y, b, y, b, y, b, y, b, y, b, y
time = 1

[Command]
name = "AI17"
command = c, z, c, z, c, z, c, z, c, z, c, z, c, z
time = 1

[Command]
name = "AI18"
command = x, a, x, a, x, a, x, a, x, a, x, a, x, a
time = 1

[Command]
name = "AI19"
command = y, b, y, b, y, b, y, b, y, b, y, b, y, b
time = 1

[Command]
name = "AI20"
command = z, c, z, c, z, c, z, c, z, c, z, c, z, c
time = 1

[Command]
name = "AI21"
command = F, B, F, B, F, B, F, B, F, B
time = 1

[Command]
name = "AI22"
command = U, D, U, D, U, D, U, D, U, D
time = 1

[Command]
name = "AI23"
command = D, U, D, U, D, U, D, U, D, U
time = 1

[Command]
name = "AI24"
command = B, F, B, F, B, F, B, F, B, F
time = 1

[Command]
name = "AI25"
command = D, U, B, F, D, U, B, F, D
time = 1

;------------------------------------------------------------------------------
;-| MAX���K�E�Z |--------------------------------------------------------------

[Command]
name = "6321463214AC"
command = ~F, DF, D, DB, B, F, DF, D, DB, B, x+y
time = 35

[Command]
name = "6321463214BD"
command = ~F, DF, D, DB, B, F, DF, D, DB, B, a+b
time = 35

[Command]
name = "2141236AC"
command = ~D, DB, B, DB, D, DF, F, x+y
time = 30

[Command]
name = "2141236BD"
command = ~D, DB, B, DB, D, DF, F, a+b
time = 30

[Command]
name = "236236AC"
command = ~D, DF, F, D, DF, F, x+y
time = 30

[Command]
name = "236236BD"
command = ~D, DF, F, D, DF, F, a+b
time = 30

;------------------------------------------------------------------------------
;-| ���K�E�Z |-----------------------------------------------------------------

[Command]
name = "6321463214D"
command = ~F, DF, D, DB, B, F, DF, D, DB, B, b
time = 35

[Command]
name = "6321463214C"
command = ~F, DF, D, DB, B, F, DF, D, DB, B, y
time = 35

[Command]
name = "6321463214B"
command = ~F, DF, D, DB, B, F, DF, D, DB, B, a
time = 35

[Command]
name = "6321463214A"
command = ~F, DF, D, DB, B, F, DF, D, DB, B, x
time = 35

[Command]
name = "2141236D"
command = ~D, DB, B, DB, D, DF, F, b
time = 30

[Command]
name = "2141236C"
command = ~D, DB, B, DB, D, DF, F, y
time = 30

[Command]
name = "2141236B"
command = ~D, DB, B, DB, D, DF, F, a
time = 30

[Command]
name = "2141236A"
command = ~D, DB, B, DB, D, DF, F, x
time = 30

[Command]
name = "236236D"
command = ~D, DF, F, D, DF, F, b
time = 30

[Command]
name = "236236C"
command = ~D, DF, F, D, DF, F, y
time = 30

[Command]
name = "236236B"
command = ~D, DF, F, D, DF, F, a
time = 30

[Command]
name = "236236A"
command = ~D, DF, F, D, DF, F, x
time = 30

;------------------------------------------------------------------------------
;-| �K�E�Z |-------------------------------------------------------------------

[Command]
name = "63214A"
command = ~F, DF, D, DB, B, x
time = 20

[Command]
name = "63214B"
command = ~F, DF, D, DB, B, a
time = 20

[Command]
name = "63214C"
command = ~F, DF, D, DB, B, y
time = 20

[Command]
name = "63214D"
command = ~F, DF, D, DB, B, b
time = 20

[Command]
name = "623A"
command = ~F, D, DF, x
time = 14

[Command]
name = "623B"
command = ~F, D, DF, a
time = 14

[Command]
name = "623C"
command = ~F, D, DF, y
time = 14

[Command]
name = "623D"
command = ~F, D, DF, b
time = 14

[Command]
name = "421A"
command = ~B, D, DB, x
time = 14

[Command]
name = "421B"
command = ~B, D, DB, a
time = 14

[Command]
name = "421C"
command = ~B, D, DB, y
time = 14

[Command]
name = "421D"
command = ~B, D, DB, b
time = 14

[Command]
name = "236A"
command = ~D, DF, F, x
time = 16

[Command]
name = "236B"
command = ~D, DF, F, a
time = 16

[Command]
name = "236C"
command = ~D, DF, F, y
time = 16

[Command]
name = "236D"
command = ~D, DF, F, b
time = 16

[Command]
name = "214A"
command = ~D, DB, B, x
time = 16

[Command]
name = "214B"
command = ~D, DB, B, y
time = 16

[Command]
name = "214C"
command = ~D, DB, B, y
time = 16

[Command]
name = "214D"
command = ~D, DB, B, x
time = 16

[Command]
name = "jump"
command = D, $U
time = 12

;------------------------------------------------------------------------------
;-| �L�[�Q��A������ |---------------------------------------------------------
[Command]
name = "FF"     ;�v���ς� (�L�[�̕ύX�͉\�ł������O��ς����薳���ɂ��Ă͂����܂���)
command = F, F
time = 10

[Command]
name = "BB"     ;�v���ς� (�L�[�̕ύX�͉\�ł������O��ς����薳���ɂ��Ă͂����܂���)
command = B, B
time = 10

;------------------------------------------------------------------------------
;-| �������� |-----------------------------------------------------------------
[Command]
name = "debug"
command = c+z
time = 1

[Command]
name = "�ӂ��Ƃ΂��U��"
command = y+b
time = 1

[Command]
name = "挑衅攻击"
command = z
time = 1

[Command]
name = "MAX模式"
command = a+y
time = 1

[Command]
name = "MAX模式"
command = c
time = 1

[Command]
name = "recovery"   ;�v���ς� (�L�[�̕ύX�͉\�ł������O��ς����薳���ɂ��Ă͂����܂���)
command = x+a
time = 1

[Command]
name = "x+y"
command = x+y
time = 1

[Command]
name = "a+b"
command = a+b
time = 1

;------------------------------------------------------------------------------
;-| �����L�[�{�{�^�� |---------------------------------------------------------

[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;------------------------------------------------------------------------------
;-| �{�^���P�� |---------------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

[command]
name = "fwd"
command = F
time = 1

[command]
name = "back"
command = B
time = 1

[command]
name = "up"
command = U
time = 1

[command]
name = "down"
command = D
time = 1

;------------------------------------------------------------------------------
;-| �������ςȂ� |-------------------------------------------------------------

[Command]
name = "holdfwd"   ;�v���ς� (�L�[�̕ύX�͉\�ł������O��ς����薳���ɂ��Ă͂����܂���)
command = /$F
time = 1

[Command]
name = "holdback"  ;�v���ς� (�L�[�̕ύX�͉\�ł������O��ς����薳���ɂ��Ă͂����܂���)
command = /$B
time = 1

[Command]
name = "holdup"    ;�v���ς� (�L�[�̕ύX�͉\�ł������O��ς����薳���ɂ��Ă͂����܂���)
command = /$U
time = 1

[Command]
name = "holddown"  ;�v���ς� (�L�[�̕ύX�͉\�ł������O��ς����薳���ɂ��Ă͂����܂���)
command = /$D
time = 1

[Command]
name = "holdxy"
command = /$x+y
time = 1

[Command]
name = "holdab"
command = /$a+b
time = 1

[Command]
name = "holda"
command = /$a
time = 1

[Command]
name = "holdb"
command = /$b
time = 1

[Command]
name = "holdc"
command = /$c
time = 1

[Command]
name = "holdx"
command = /$x
time = 1

[Command]
name = "holdy"
command = /$y
time = 1

[Command]
name = "holdz"
command = /$z
time = 1

;------------------------------------------------------------------------------
;-| AI�N���p |-----------------------------------------------------------------

;����p[Command]
[Command]
name = "F"
command = $F
time = 1
[Command]
name = "B"
command = $B
time = 1
[Command]
name = "U"
command = $U
time = 1
[Command]
name = "D"
command = $D
time = 1

;�l����t���O�p[Command]�F���x���͓���Ŗ��Ȃ��B
[Command]
name = "AI"
command = a
time = 1
[Command]
name = "AI"
command = b
time = 1
[Command]
name = "AI"
command = c
time = 1
[Command]
name = "AI"
command = x
time = 1
[Command]
name = "AI"
command = y
time = 1
[Command]
name = "AI"
command = z
time = 1
[Command]
name = "AI"
command = s
time = 1
[Command]
name = "AI"
command = $F
time = 1
[Command]
name = "AI"
command = $B
time = 1
[Command]
name = "AI"
command = $U
time = 1
[Command]
name = "AI"
command = $D
time = 1

;AI����p[Command]�F���x���͓���Ŗ��Ȃ��B
[Command]
name = "/command"
command = /a
time = 1
[Command]
name = "/command"
command = /b
time = 1
[Command]
name = "/command"
command = /c
time = 1
[Command]
name = "/command"
command = /x
time = 1
[Command]
name = "/command"
command = /y
time = 1
[Command]
name = "/command"
command = /z
time = 1
[Command]
name = "/command"
command = /s
time = 1
[Command]
name = "/command"
command = /$F
time = 1
[Command]
name = "/command"
command = /$B
time = 1
[Command]
name = "/command"
command = /$U
time = 1
[Command]
name = "/command"
command = /$D
time = 1

;------------------------------------------------------------------------------
;==============================================================================
; �Z�����s���邽�߂̏����̐ݒ�i�X�e�[�g�G���g���[�p�[�g�j
;==============================================================================
;------------------------------------------------------------------------------
; �������牺�́u�ǂ̃R�}���h�łǂ̔ԍ��̃X�e�[�g���ǂ����������ŏo���邩�v��ݒ肷��ꏊ�ł��B
;�i�X�e�[�g�Ɋւ��Ă�CNS�t�@�C�����Q�Ɓj
; 
;���ݒ�͊�{�I�ɂ��̌`�ɂȂ�܂��B
;
; [State -1, Label]                  ;�uLabel�v�̕����͂����̃��x���ł��B���ł��ǂ��ł��B����ȊO�͕ύX�s�B
; type = ChangeState                 ;�u�ʂ̃X�e�[�g�ɕύX����v�Ƃ����Ӗ��̃X�e�[�g�R���g���[��
; value = new_state_number           ;�o�������Z�̃X�e�[�g�ԍ������܂�
; trigger1 = command = command_name  ;���̓L�[�ݒ�p�[�g�œo�^�����R�}���h�̖��O���ǂꂩ����܂�
; . . .  (any additional triggers)   ;trigger�i�������w�肷��g���K�[�j��ǉ��o���܂�
;
;��trigger�Ɏg�����{�I�ȏ����i�ʏ�́u�g���K�[�v�ƌĂ΂�Ă��܂��j
;
;   - StateType    - �L�����N�^�[���ǂ̏�Ԃ̎��ɂ��̃X�e�[�g���o���邩�ǂ��������߂��܂��B
;                    S=��������ԁEC=��������ԁEA=�󒆂ɂ����ԁEL=���ɓ|�ꂽ��ԁA�̂S�����܂莖�ł��B
;                    CNS��Statedef�̉��ɂ���uType = *�v�̍��ڂ���Ԃ̈Ӗ��Ȃ̂ŁA��������̃g���K�[�Ŕ��f���܂��B
;
;   - Ctrl         - �R���g���[�����\���s�\���ǂ��炩�̎��ɂ��̃X�e�[�g���o���邩�ǂ��������߂��܂��B
;                    0=�R���g���[���s�\��ԁE1=�R���g���[���\��ԁA�ł����ʏ�� Ctrl = 1 ( = 1 �ȗ��\)����{�B
;
;   - StateNo      - �ʂ̔ԍ��̃X�e�[�g����o���鎖���\�ɂȂ�܂��B
;                    ��������p���ăX�[�p�[�L�����Z�����\�ł��B
;
;   - MoveContact  - �����U��������ɓ����������i�U�����q�b�g�������A�������̓K�[�h���ꂽ���j�ɁA
;                    ���̃X�e�[�g���o���邩�ǂ��������߂��܂��B�Q��ނS�p�^�[������܂��B
;                    MoveContact or MoveContact = 1  �i�U���������������j
;                    !MoveContact or MoveContact = 0 �i�U�����������ĂȂ����j
;                    ��������p���ăX�[�p�[�L�����Z�����\�ł��B
;
;�@����̂S�ȊO�ɂ�����܂����A���̃g���K�[��M.U.G.E.N�{��docs�t�H���_�̒���
;�@�@CNS�h�L�������e�[�V�������Q�Ƃ��Ă��������B
;
;���X�e�[�g�G���g���[�̏���
;
; ChangeState�̓o�^�̏��Ԃ͏d�v�ł��B��ɗ���Η���قǃR�}���h���̗͂D��x�������Ȃ�܂��B
;
; ���p�ɂȂ�܂����A�Ⴆ�΁u�g�����R�}���h��ChangeState�i���_���{�p���`�j�v��
;�u�������R�}���h��ChangeState�i�����_�{�p���`�j�v������ɓo�^�����ꍇ�A
; �Q�[�����ł͏��������o�����Ƃ��Ă��g����������Ė\�����₷���Ȃ��Ă��܂��܂��B
; �h�~���邽�߂ɂ́A�u�g������ChangeState�v���u��������ChangeState�v�������ɓo�^���Ȃ��Ă͂Ȃ�܂���B
;�u���o�[��O�ɓ���ďo������Z�v�Ɓu�����Z�v�̊֌W�Ȃǂ����l�ł��B
;
; ���Ԃ��悭�l���ēo�^���܂��傤�B
;
;��AI(CPU)�͂ǂ������̂�
;MUGEN�̕W��CPU�͑���ɋ߂Â��K���ɍU�����J��o�������Ȃ̂ŁAAI�X�C�b�`�ɂ�鐧�䂪�K�v�Ȃ��Ƃ�����܂��B
;
;��[Statedef -1]�Ƃ́H
;
; ���̕�����CNS�v���O���~���O�̊g�������́A�펞�Ď��X�e�[�g�ɂȂ�܂��B
; �ǂ̂����Ȃ��Ԃł��ݒ肵���L�q����ɗL���ɂȂ�X�e�[�g�ł��iCNS��[Statedef -2]�Ǝ����悤�ȕ����j�B
;
; �K�v�ȋL�q�ƍs�Ȃ̂ŁA��΂ɏ����Ȃ��ł��������B
;
;==============================================================================
;------------------------------------------------------------------------------

[Statedef -1];�����̍s�͐�΂ɏ����Ȃ��ł��������B�K�{�̍��ڂł��B

;==============================================================================
;MAX2
;==============================================================================
;�ޕS��E�l���E�_�o
[State -1, KAMUKURA]
type = ChangeState
value = 4000
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(38) > 0
triggerall = command != "holda" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = ((1000*Life/LifeMax) <= 300 && var(38) = 0)
triggerall = power >= 2000 && var(40) = 0 || power >= 1000 && var(40) > 0
triggerall = statetype != A
triggerall = var(10) = 0
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;------------------------------------------------------------------------------
;6321463214BD
[State -1, 6321463214BD]
type = ChangeState
value = 4300
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(40) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdz" && command != "holdc"
triggerall = ((1000*Life/LifeMax) <= 300 && var(38) = 0)
triggerall = power >= 3000 && var(40) = 0 || power >= 1000 && var(40) > 0
triggerall = statetype != A
triggerall = var(10) = 3
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = (stateno = [200,499]) && (movecontact || movereversed)

;------------------------------------------------------------------------------
;2141236BD
[State -1, 2141236BD]
type = ChangeState
value = 4200
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(39) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdz" && command != "holdc"
triggerall = ((1000*Life/LifeMax) <= 300 && var(38) = 0)
triggerall = power >= 3000 && var(40) = 0 || power >= 1000 && var(40) > 0
triggerall = statetype != A
triggerall = var(10) = 2
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;------------------------------------------------------------------------------
;236236AC
[State -1, 236236AC]
type = ChangeState
value = 4100
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(37) > 0
triggerall = command != "holda" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = ((1000*Life/LifeMax) <= 300 && var(38) = 0)
triggerall = power >= 3000 && var(40) = 0 || power >= 1000 && var(40) > 0
triggerall = statetype != A
triggerall = var(10) = 1
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;==============================================================================
;MAX���K�E�Z
;==============================================================================
;MAX���S�����E��֓�
[State -1, MAX���S�����E��֓�]
type = ChangeState
value = 3050
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(36) > 0
triggerall = command != "holda" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = power >= 3000 && var(40) = 0 || power >= 1000 && var(40) > 0
triggerall = statetype != A
triggerall = var(10) != 3
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3
trigger4 = power >= 4000 && var(40) = 0 || power >= 1000 && var(40) > 0
trigger5 = var(7) = 1

;------------------------------------------------------------------------------
;236236AC
[State -1, 236236AC]
type = ChangeState
value = 3250
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(37) > 0
triggerall = command != "holda" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = power >= 2000 && var(40) = 0 || power >= 1000 && var(40) > 0
triggerall = statetype != A
triggerall = var(10) = 3
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3
trigger4 = power >= 4000 && var(40) = 0 || power >= 1000 && var(40) > 0
trigger5 = var(7) = 1

;==============================================================================
;���K�E�Z
;==============================================================================
;�㗠�S�����E��֓�
[State -1, �㗠�S�����E��֓�]
type = ChangeState
value = 3000
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(30) > 0
triggerall = command != "holda" && command != "holdy" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
triggerall = var(10) != 3
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3
trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
trigger5 = var(7) = 1

;�����S�����E��֓�
[State -1, �����S�����E��֓�]
type = ChangeState
value = 3010
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(31) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
triggerall = var(10) != 3
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3
trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
trigger5 = var(7) = 1

;------------------------------------------------------------------------------
;236236A
[State -1, 236236A]
type = ChangeState
value = 3200 + ((var(10) = 0) * 100) + ((var(10) = 2) * 400)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(32) > 0
triggerall = command != "holda" && command != "holdy" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
triggerall = var(10) != 1
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3
trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
trigger5 = var(7) = 1

;236236C
[State -1, 236236C]
type = ChangeState
value = 3210 + ((var(10) = 0) * 100) + ((var(10) = 2) * 400)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(33) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
triggerall = var(10) != 1
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3
trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
trigger5 = var(7) = 1

;------------------------------------------------------------------------------
;236236BorD
[State -1, 236236BorD]
type = ChangeState
value = 3800 + ((var(10) = 3) * -100)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(34) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
triggerall = var(10) = 1 || var(10) = 3
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3
trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
trigger5 = var(7) = 1

;236236BorD
[State -1, 236236BorD]
type = ChangeState
value = 3800 + ((var(10) = 3) * -100)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(35) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy" && command != "holdz" && command != "holdc"
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
triggerall = var(10) = 1 || var(10) = 3
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3
trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
trigger5 = var(7) = 1

;==============================================================================
;�K�E�Z
;==============================================================================
[State -1, 63214B]
type = ChangeState
value = 1400 + ((var(10) = 0) * 700)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(24) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall = var(10) != 2
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(7) = 1
trigger4 = var(10) = 0 && (stateno != [2100,2199]) || (var(10) = 1 || var(10) = 3) && (stateno != [1400,1499])

[State -1, 63214D]
type = ChangeState
value = 1410 + ((var(10) = 0) * 700)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(25) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall = var(10) != 2
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(7) = 1
trigger4 = var(10) = 0 && (stateno != [2100,2199]) || (var(10) = 1 || var(10) = 3) && (stateno != [1400,1499])

;------------------------------------------------------------------------------
;��S���E�S�Ă�
[State -1, ��S���E�S�Ă�]
type = ChangeState
value = 1100
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(18) > 0
triggerall = command != "holda" && command != "holdy" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall = var(10) != 2
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(10) != 0 && var(7) = 1 && (stateno != [1100,1199])

;���S���E�S�Ă�
[State -1, ���S���E�S�Ă�]
type = ChangeState
value = 1110
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(19) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall = var(10) != 2
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(10) != 0 && var(7) = 1 && (stateno != [1100,1199])

;------------------------------------------------------------------------------
[State -1, 623B]
type = ChangeState
value = 1500
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(28) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall = var(10) = 2
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(7) = 1

[State -1, 623D]
type = ChangeState
value = 1510
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(29) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall = var(10) = 2
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(7) = 1

;------------------------------------------------------------------------------
[State -1, 421B]
type = ChangeState
value = ifelse(var(10) = 1,1500,1800)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(26) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall = var(10) != 2
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(7) = 1

[State -1, 421D]
type = ChangeState
value = ifelse(var(10) = 1,1510,1810)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(27) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall = var(10) != 2
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(7) = 1

;------------------------------------------------------------------------------
[State -1, 236A]
type = ChangeState
value = ifelse((var(10) = 1 || var(10) = 2),1000,1600)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(16) > 0
triggerall = command != "holda" && command != "holdy" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall =!(var(10) = 1 || var(10) = 2) || (var(10) = 1 || var(10) = 2) && NumProjID(1000) = 0
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(10) = 0 && var(7) = 1 && (stateno != [1600,1699])

[State -1, 236C]
type = ChangeState
value = ifelse((var(10) = 1 || var(10) = 2),1010,1700)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(17) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall =!(var(10) = 1 || var(10) = 2) || (var(10) = 1 || var(10) = 2) && NumProjID(1000) = 0
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = (var(10) = 0 || var(10) = 3) && var(7) = 1 && (stateno != [1700,1799])

;------------------------------------------------------------------------------
;�㎵�E�܎��E��
[State -1, �㎵�E�܎��E��]
type = ChangeState
value = 1200
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(20) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall = var(10) != 3
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(7) = 1 && (stateno != [1200,1299])

;�����E�܎��E��
[State -1, �����E�܎��E��]
type = ChangeState
value = 1210
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(21) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy" && command != "holdz" && command != "holdc"
triggerall = statetype != A
triggerall = var(10) != 3
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(7) = 1 && (stateno != [1200,1299])

;------------------------------------------------------------------------------
[State -1, 214A]
type = ChangeState
value = 1300 + ((var(10) = 2) * 600)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(22) > 0
triggerall = command != "holda" && command != "holdy" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = var(10) = 1 || var(10) = 2
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(10) = 2 && var(7) = 1 && (stateno != [1900,1999])

[State -1, 214C]
type = ChangeState
value = 1310 + ((var(10) = 2) * 600)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(23) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = var(10) = 1 || var(10) = 2
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(10) = 2 && var(7) = 1 && (stateno != [1900,1999])

;==============================================================================
;�e��V�X�e��
;==============================================================================
;MAX����
[State -1, MAX����]
type = ChangeState
value = 750
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(8) > 0
triggerall = power >= 1000 && var(40) = 0
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1

;---------------------------------------------------------------------------
;�N�C�b�NMAX����
[State -1, �N�C�b�NMAX����]
type = ChangeState
value = 751
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(8) > 0
triggerall = power >= 2000 && var(40) = 0
triggerall = statetype != A
trigger1 = (stateno = [200,499]) && movecontact = 1

;---------------------------------------------------------------------------
[State -1, VarSet]
type = VarSet
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(6) > 0 && Helper(99999),var(50) = 2
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && !HitShakeOver
var(3) = 3

;�K�[�h�L�����Z������ً}���
[State -1, �K�[�h�L�����Z������ً}���]
type = ChangeState
value = 710
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = var(3) = 3
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && HitShakeOver
trigger1 = var(16) := 2

;����ً}���
[State -1, ����ً}���]
type = ChangeState
value = 710
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(6) > 0 && Helper(99999),var(50) = 2
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || var(2) >= 1
trigger1 = var(16) := 1

;---------------------------------------------------------------------------
;�N�C�b�N�ً}���
[State -1, �N�C�b�N�ً}���]
type = ChangeState
value = 700
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(6) > 0 && Helper(99999),var(50) != 2
triggerall = command != "holddown"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = (stateno = [200,499]) && (movecontact = 1 || movereversed = 1)
trigger1 = var(16) := 2

[State -1, VarSet]
type = VarSet
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(6) > 0 && Helper(99999),var(50) != 2
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && !HitShakeOver
var(3) = 2

;�K�[�h�L�����Z���O���ً}���
[State -1, �K�[�h�L�����Z���O���ً}���]
type = ChangeState
value = 700
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = var(3) = 2
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && HitShakeOver
trigger1 = var(16) := 2

;�O���ً}���
[State -1, �O���ً}���]
type = ChangeState
value = 700
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(6) > 0 && Helper(99999),var(50) != 2
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || var(2) >= 1
trigger1 = var(16) := 1

;------------------------------------------------------------------------------
[State -1, VarSet]
type = VarSet
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(7) > 0
;triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && !HitShakeOver
var(3) = 1

;�K�[�h�L�����Z���ӂ��Ƃ΂��U��
[State -1, �K�[�h�L�����Z���ӂ��Ƃ΂��U��]
type = ChangeState
value = 255
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = var(3) = 1
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && HitShakeOver

;------------------------------------------------------------------------------
;�ӂ��Ƃ΂��U��
[State -1, Blowback Attack Ground]
type = ChangeState
value = 250
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(7) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1

;------------------------------------------------------------------------------
;�W�����v�ӂ��Ƃ΂��U��
[State -1, Blowback Attack Air]
type = ChangeState
value = 650
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(7) > 0
triggerall = statetype = A
trigger1 = ctrl || stateno = 55

;---------------------------------------------------------------------------
;P����
[State -1, Throw]
type = ChangeState
value = 800
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(2) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb" && command != "holdz" && command != "holdc"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = p2bodydist X <= 11
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl || var(2) >= 1

;K����
[State -1, Throw]
type = ChangeState
value = 805
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(3) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy" && command != "holdz" && command != "holdc"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = p2bodydist X <= 11
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl || var(2) >= 1

;------------------------------------------------------------------------------
;����
[State -1, Taunt]
type = ChangeState
value = 160
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = command = "start"
triggerall = statetype != A
triggerall = stateno != 160
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1

;---------------------------------------------------------------------------
;�_�b�V��
[State -1, Dash]
type = ChangeState
value = 100
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(4) > 0
triggerall = statetype != A
trigger1 = ctrl

;�o�b�N�X�e�b�v
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(5) > 0
triggerall = statetype != A
trigger1 = ctrl

;==============================================================================
;����Z
;==============================================================================
[State -1, 6A]
type = ChangeState
value = 330
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(10) > 0
triggerall = statetype != A
triggerall = var(10) = 2
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1

;---------------------------------------------------------------------------
[State -1, 6B]
type = ChangeState
value = 300 + ((var(10) = 2) * 40)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(11) > 0
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1 && (!movecontact || movecontact >= 2)

[State -1, 6B(Cancel)]
type = ChangeState
value = 305 + ((var(10) = 2) * 40)
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(11) > 0
triggerall = statetype != A
trigger1 = var(1) = 1 && movecontact

;---------------------------------------------------------------------------
[State -1, 3C]
type = ChangeState
value = 350
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(12) > 0
triggerall = statetype != A
triggerall = var(10) = 2
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1

;---------------------------------------------------------------------------
[State -1, 3D]
type = ChangeState
value = 310
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(13) > 0
triggerall = statetype != A
triggerall = var(10) != 2 && var(10) != 3
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1

;---------------------------------------------------------------------------
;�O���E�ޗ����Ƃ�
[State -1, �O���E�ޗ����Ƃ�]
type = ChangeState
value = 320
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(14) > 0
triggerall = statetype = A
triggerall = var(10) != 2
trigger1 = ctrl || stateno = 55 || stateno = 105 || stateno = 110
trigger2 = stateno = 630 && Anim = 632 && (movecontact = 1 || movereversed = 1)
trigger2 = PrevStateNo != 55

;==============================================================================
;�ʏ�Z
;==============================================================================
;�ߋ���������p���`
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(0) > 0
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X <= 21
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && Anim = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 235 && Anim = 236 && AnimElem = 5,>= 0
trigger6 = stateno = 400 && Anim = 400 && AnimElem = 3,>= 0
trigger7 = stateno = 400 && (Anim = 401 || Anim = 402) && AnimElem = 4,>= 0
trigger8 = stateno = 430 && Anim = 430 && AnimElem = 3,>= 0
trigger9 = stateno = 430 && (Anim = 431 || Anim = 432) && AnimElem = 3,>= 2

;������������p���`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(0) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && Anim = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 235 && Anim = 236 && AnimElem = 5,>= 0
trigger6 = stateno = 400 && Anim = 400 && AnimElem = 3,>= 0
trigger7 = stateno = 400 && (Anim = 401 || Anim = 402) && AnimElem = 4,>= 0
trigger8 = stateno = 430 && Anim = 430 && AnimElem = 3,>= 0
trigger9 = stateno = 430 && (Anim = 431 || Anim = 432) && AnimElem = 3,>= 2

;�ߋ����������p���`
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(2) > 0
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X <= ifelse((var(10) = 2 || var(10) = 3),31,39)
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1

;�������������p���`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(2) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1

;------------------------------------------------------------------------------
;�ߋ���������L�b�N
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(1) > 0
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X <= 21
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && Anim = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 235 && Anim = 236 && AnimElem = 5,>= 0
trigger6 = stateno = 400 && Anim = 400 && AnimElem = 3,>= 0
trigger7 = stateno = 400 && (Anim = 401 || Anim = 402) && AnimElem = 4,>= 0
trigger8 = stateno = 430 && Anim = 430 && AnimElem = 3,>= 0
trigger9 = stateno = 430 && (Anim = 431 || Anim = 432) && AnimElem = 3,>= 2

;������������L�b�N
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(1) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && Anim = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 235 && Anim = 236 && AnimElem = 5,>= 0
trigger6 = stateno = 400 && Anim = 400 && AnimElem = 3,>= 0
trigger7 = stateno = 400 && (Anim = 401 || Anim = 402) && AnimElem = 4,>= 0
trigger8 = stateno = 430 && Anim = 430 && AnimElem = 3,>= 0
trigger9 = stateno = 430 && (Anim = 431 || Anim = 432) && AnimElem = 3,>= 2

;�ߋ����������L�b�N
[State -1, Stand Strong Kick]
type = ChangeState
value = 245
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(3) > 0
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X <= 37
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1

;�������������L�b�N
[State -1, Stand Strong Kick]
type = ChangeState
value = 240
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(3) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1

;------------------------------------------------------------------------------
;���Ⴊ�ݎ�p���`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(0) > 0
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && Anim = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 235 && Anim = 236 && AnimElem = 5,>= 0
trigger6 = stateno = 400 && Anim = 400 && AnimElem = 3,>= 0
trigger7 = stateno = 400 && (Anim = 401 || Anim = 402) && AnimElem = 4,>= 0
trigger8 = stateno = 430 && Anim = 430 && AnimElem = 3,>= 0
trigger9 = stateno = 430 && (Anim = 431 || Anim = 432) && AnimElem = 3,>= 2

;���Ⴊ�݋��p���`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(2) > 0
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1

;------------------------------------------------------------------------------
;���Ⴊ�ݎ�L�b�N
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(1) > 0
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && Anim = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 235 && Anim = 236 && AnimElem = 5,>= 0
trigger6 = stateno = 400 && Anim = 400 && AnimElem = 3,>= 0
trigger7 = stateno = 400 && (Anim = 401 || Anim = 402) && AnimElem = 4,>= 0
trigger8 = stateno = 430 && Anim = 430 && AnimElem = 3,>= 0
trigger9 = stateno = 430 && (Anim = 431 || Anim = 432) && AnimElem = 3,>= 2

;���Ⴊ�݋��L�b�N
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(3) > 0
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1

;------------------------------------------------------------------------------
;�W�����v��p���`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(0) > 0
triggerall = statetype = A
trigger1 = ctrl || stateno = 55

;�W�����v���p���`
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(2) > 0
triggerall = statetype = A
trigger1 = ctrl || stateno = 55

;------------------------------------------------------------------------------
;�W�����v��L�b�N
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(1) > 0
triggerall = statetype = A
trigger1 = ctrl || stateno = 55

;�W�����v���L�b�N
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(3) > 0
triggerall = statetype = A
trigger1 = ctrl || stateno = 55

;==============================================================================
;���̑�
;==============================================================================
;�W�����v
[State -1, Jump]
type = ChangeState
value = 40
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = command = "holdup"
trigger1 = (stateno = [10,12]) || var(2) >= 1

;���s
[State -1, Walk]
type = ChangeState
value = 20
ctrl = 1
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = command = "holdfwd" || command = "holdback"
triggerall = command != "holddown"
trigger1 = (stateno = [10,12]) || var(2) >= 1

;�K�[�h
[State -1, Guard]
type = ChangeState
value = 120
ctrl = 1
triggerall = !var(59)
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = command = "holdback"
triggerall =!(statetype = A && (Vel X > 0 || Pos Y >= -32 || Helper(40000),var(1) = 0))
triggerall = stateno != 40 && (stateno != [120,155])
trigger1 = InGuardDist
trigger1 = ctrl || var(2) >= 1

;------------------------------------------------------------------------------
[State -1, �s������]
type = AssertSpecial
trigger1 = RoundState >= 3
flag = NoWalk

;������������������������������������������������������������������������������������
;-------------------------------------------------------------------------------
; AI By Shirayuki
;---------------------------------------------------------------------------
; �e��w���p�[
;---------------------------------------------------------------------------
[State -3, AI�N���w���p�[]
type = Helper
triggerall = var(59) = 0
trigger1 =!NumHelper(30000)
trigger1 =!IsHelper
trigger1 = roundstate <= 2 && alive
Trigger1 =!ctrl && stateno=0
helpertype = normal
name = "AI"
stateno = 30000
ID = 30000
pos = 0,0
keyctrl = 1
pausemovetime = 9999999
supermovetime = 9999999
persistent = 0

[State -3, �K�[�h�`�F�b�N�w���p�[]
Type = Helper
triggerall = var(59)
triggerall = RoundState = 2
trigger1 =!NumHelper(31000+id)
trigger1 =!IsHelper
HelperType = Normal
Name = "Guard"
PosType = left
StateNo = 31000
ID = 31000+id
PauseMoveTime = 0
pos=0,9999
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0
IgnoreHitPause = 1
KeyCtrl = 0
Ownpal = 1

[State -3, ��ѓ���m�F�w���p�[]
Type = Helper
triggerall = var(59)
triggerall = RoundState = 2
triggerall = !((stateno = [358000,358006]) || alive = 0 || partner,sysfvar(3) = -2 || sysfvar(3) > 0)
trigger1 =!NumHelper(32000)
trigger1 =!ishelper
HelperType = Normal
Name = "TOBIDOUGU"
StateNo = 32000
ID = 32000
Pos = 9999,9999
KeyCtrl = 0
persistent = 0
pausemovetime=2147483647
supermovetime=2147483647

[State -3, ��ѓ���m�F�w���p�[]
Type = Helper
triggerall = var(59)
triggerall = RoundState = 2
triggerall = !((stateno = [358000,358006]) || alive = 0 || partner,sysfvar(3) = -2 || sysfvar(3) > 0)
trigger1 =!NumHelper(32500)
trigger1 =!ishelper
HelperType = Normal
Name = "TOBIDOUGU ITI A"
StateNo = 32500
ID = 32500
Pos = 9999,9999
KeyCtrl = 0
persistent = 0
pausemovetime=2147483647
supermovetime=2147483647

[State -3, ��ѓ���m�F�w���p�[]
Type = Helper
triggerall = var(59)
triggerall = RoundState = 2
triggerall = !((stateno = [358000,358006]) || alive = 0 || partner,sysfvar(3) = -2 || sysfvar(3) > 0)
trigger1 =!NumHelper(32501)
trigger1 =!ishelper
HelperType = Normal
Name = "TOBIDOUGU ITI B"
StateNo = 32500
ID = 32501
Pos = 9999,9999
KeyCtrl = 0
persistent = 0
pausemovetime=2147483647
supermovetime=2147483647

[State -3, helper�^?��?�Z]
Type = Helper
TriggerAll = !ishelper
triggerall = !((stateno = [358000,358006]) || alive = 0 || partner,sysfvar(3) = -2 || sysfvar(3) > 0)
trigger1 = !NumHelper(24000 + id)
Name = "TRAP HELPER"
PosType = p1
StateNo = 24000
ID = 24000 + id
pos = 100, 0
KeyCtrl = 0
Ownpal = 0
Persistent = 0
IgnoreHitPause = 1
PauseMoveTime = 9999999
SuperMoveTime = 9999999

[State -3]
type = Helper
trigger1 = !numhelper(999)
helpertype = normal
name = "AIhelper"
ID = 999
stateno = 999
pos = 9999,9999
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0

[State -3, ��ʒ[���o�w���p�[]
Type = Helper
triggerALL = FrontEdgeBodyDist > 0 && BackEdgeBodyDist > 0
Trigger1 =!NumHelper(20000+ID)
Trigger1 =!IsHelper
HelperType = Normal
Name = "Edge of Stage Right"
PosType = P1
StateNo = 20000
ID = 20000+ID
PauseMoveTime = 0
Persistent = 0
IgnoreHitPause = 1
KeyCtrl = 0
Ownpal = 1

[State -3, ��ʒ[���o�w���p�[]
Type = Helper
triggerALL = FrontEdgeBodyDist > 0 && BackEdgeBodyDist > 0
Trigger1 =!NumHelper(20001+ID)
Trigger1 =!IsHelper
HelperType = Normal
Name = "Edge of Stage Left"
PosType = P1
StateNo = 20001
ID = 20001+ID
PauseMoveTime = 0
Persistent = 0
IgnoreHitPause = 1
KeyCtrl = 0
Ownpal = 1

[State -3, ���g���o�w���p�[]
Type = Helper
triggerall = RoundState = 2
triggerall = !((stateno = [358000,358006]) || alive = 0 || partner,sysfvar(3) = -2 || sysfvar(3) > 0)
trigger1 =!NumHelper(33700+id)
trigger1 =!IsHelper
HelperType = Normal
Name = "MoveReversedLV2"
PosType = p1
StateNo = 33700
ID = 33700+id
pos=0,0
pausemovetime=2147483647
supermovetime=2147483647
persistent = 1
IgnoreHitPause = 1
KeyCtrl = 0
Ownpal = 1

[State -3, AIhelper]
Type = HelPer
Trigger1 = !IsHelPer ;&& RoundState = 2
Trigger1 = !NumHelPer(35002);&& Var(59)
HelPerType = Normal
Name = "AI_Learning2"
StateNo = 35002
ID = 35002
OwnPal = 1
IgnoreHitPause = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647

;---------------------------------------------------------------------------
; �֌W�����X�e�[�g�ɍs���Ȃ��悤��
;---------------------------------------------------------------------------
[State -3, �֌W�����X�e�[�g�ɍs���Ȃ��悤��]
Type = ChangeState
Trigger1 = IsHelper
Trigger1 = IsHelper(20000+Root,ID)
Trigger1 = StateNo != 20000
Value = 20000

[State -3, �֌W�����X�e�[�g�ɍs���Ȃ��悤��]
Type = ChangeState
Trigger1 = IsHelper
Trigger1 = IsHelper(20001+Root,ID)
Trigger1 = StateNo != 20001
Value = 20001

[State -3, �֌W�����X�e�[�g�ɍs���Ȃ��悤��]
Type = ChangeState
Trigger1 = IsHelper
Trigger1 = IsHelper(33700+Root,ID)
Trigger1 = StateNo != 33700
Value = 33700

; �X�e�[�W�O����[�܂ł̋���
;-----------------------------------------------------------------------------
[State -3, �X�e�[�W�O���[�܂ł̋���]
Type = VarSet
Trigger1 =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 1
var(41) = floor(Abs(ifelse(Facing = 1,Helper(20000+ID),RootDist X,Helper(20001+ID),RootDist X)))
IgnoreHitPause = 1

[State -3, �X�e�[�W�O���[�܂ł̋���]
Type = VarSet
Trigger1 =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 2
var(41) = floor(Abs(ifelse(Facing = 1,Helper(20001+ID),RootDist X,Helper(20000+ID),RootDist X)))
IgnoreHitPause = 1

[State -3, �X�e�[�W����[�܂ł̋���]
Type = VarSet
Trigger1 =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 1
var(42) = floor(Abs(ifelse(Facing = 1,Helper(20001+ID),RootDist X,Helper(20000+ID),RootDist X)))
IgnoreHitPause = 1

[State -3, �X�e�[�W����[�܂ł̋���]
Type = VarSet
Trigger1 =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 2
var(42) = floor(Abs(ifelse(Facing = 1,Helper(20000+ID),RootDist X,Helper(20001+ID),RootDist X)))
IgnoreHitPause = 1

;---------------------------------------------------------------------------
[State -3, �֌W�����X�e�[�g�ɍs���Ȃ��悤��]
type = ChangeState
trigger1 = ishelper(30000)
trigger1 = stateno != 30000
value = 30000

[State -3, �֌W�����X�e�[�g�ɍs���Ȃ��悤��]
type = ChangeState
trigger1 = ishelper
trigger1 = ishelper(31000+root,id)
trigger1 = stateno != 31000
value = 31000

[State -3]
type = ChangeState
trigger1 = ishelper(999)
trigger1 = stateno!=999
value = 999

[State -3, �֌W�����X�e�[�g�ɍs���Ȃ��悤��]
type = SelfState
trigger1 = ishelper(32000)
trigger1 = stateno != 32000
value = 32000

[State -3, �֌W�����X�e�[�g�ɍs���Ȃ��悤��]
type = SelfState
trigger1 = ishelper(32500) || ishelper(32501)
trigger1 = stateno != 32500
value = 32500

;AIswich---------------------------------------------------------------------------
; AI swich -> ON
[State -1, AI]
type = VarSet;VarSet
triggerall = !ishelper || isHelper(30000)
triggerall = RoundState = [1,2]
trigger1  = Command = "AI1"
trigger2  = Command = "AI2"
trigger3  = Command = "AI3"
trigger4  = Command = "AI4"
trigger5  = Command = "AI5"
trigger6  = Command = "AI6"
trigger7  = Command = "AI7"
trigger8  = Command = "AI8"
trigger9  = Command = "AI9"
trigger10 = Command = "AI10"
trigger11 = Command = "AI11"
trigger12 = Command = "AI12"
trigger13 = Command = "AI13"
trigger14 = Command = "AI14"
trigger15 = Command = "AI15"
trigger16 = Command = "AI16"
trigger17 = Command = "AI17"
trigger18 = Command = "AI18"
trigger19 = Command = "AI19"
trigger20 = Command = "AI20"
trigger21 = Command = "AI21"
trigger22 = Command = "AI22"
trigger23 = Command = "AI23"
trigger24 = Command = "AI24"
trigger25 = Command = "AI25"
trigger26 = NumHelper(30000)
trigger26 = Helper(30000),var(59)
trigger26 = Helper(30000),time > 5
trigger27 = 1;stateno = 50 || target(10),statetype = A||P2STATENO = 1750 || P2STATENO = 3200 || P2STATENO = 3400 || P2STATENO = 1070 || P2STATENO = 2100 || P2STATENO = 2700
var(59) = ifelse((palno = [1,2]),1,ifelse((palno = [3,4]),2,3));<-----------------------------?���ȉ�AI��?1-3

[State -1, �Ŕw]
type = NULL;ChangeState
value = 39	
trigger1 = ctrl && enemynear(var(58)),movetype = A && enemynear(var(58)),stateno < 1000
trigger2 = stateno = 100

[State -1, �Ŕw]
type = null;ChangeState
value = ifelse(enemynear(var(58)),stateno = 1750,120,700)
trigger1 = statetype != A
trigger1 = ctrl && enemynear(var(58)),movetype = A && enemynear(var(58)),time = [0,5]

[State -3, GameTime]
type = VarSet
trigger1 = 1
v = 55
value = GameTime
ignorehitpause = 1

;-----------------------------------------------------------------------------------------

[State -3]
type = ChangeState
value = 700
triggerall = Var(59)
triggerall = statetype != A
triggerall = ABS(POS X - EnemyNear,POS X) = [-15,70]
trigger1 = Backedgebodydist <= 50
trigger1 = ctrl
trigger1 = RoundState = 3

[State -3]
type = ChangeState
value = 105
triggerall = Var(59)
triggerall = statetype != A
triggerall = ctrl
triggerall = RoundState = 3
trigger1 = Frontedgebodydist <= 50

[State -3]
type = ChangeState
value = ifelse(random <= 500,36,99)
triggerall = Var(59)
triggerall = statetype != A
triggerall = ctrl
triggerall = RoundState = 3
trigger1 = ABS(POS X - EnemyNear,POS X) >= 150

[State -1]
type = ChangeState
value = 160
triggerall = var(59) && !ishelper
triggerall = statetype != A
triggerall = stateno != 160 && prevstateno != 160
trigger1 = EnemyNear(var(58)),life < Life && roundstate = 3 && ctrl
Persistent = 0

;-----------------------------------------------------------------------------
;�^�b�O�p��������
;-----------------------------------------------------------------------------

[State -3, VarSet]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = Enemynear,Life > 0
var(58) = 0
IgnoreHitPause = 1

[State -3, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = Enemynear,Life = 0
var(58) = 1
IgnoreHitPause = 1

;-----------------------------------------------------------------------------
[State -3,varset]
Type = varset
trigger1 = NumEnemy = 1
fvar(37) = 0

[State -3,varset]
Type = varset
trigger1 = NumEnemy = 2
trigger1 = EnemyNear(0),Alive
trigger1 = EnemyNear(1),Alive
fvar(37) = IfElse(((Abs(Pos X - EnemyNear(0),Pos X)) < (Abs(Pos X - EnemyNear(1),Pos X))),0,1)
ignorehitpause = 1

[State -3,varset]
Type = varset
trigger1 = NumEnemy = 2
trigger1 = !EnemyNear(0),Alive || !EnemyNear(1),Alive
fvar(37) = IfElse(EnemyNear(0),Alive,0,1)
ignorehitpause = 1

;------------------------------------------------------------------------------------

;�d��?��
[State -3,varadd]
Type = VarAdd
Trigger1 = StateNo = 610 && MoveContact = 1
Trigger2 = StateNo = 630 && MoveContact = 1
Trigger3 = StateNo = 635 && MoveContact = 1
Trigger4 = StateNo = 640 && MoveContact = 1
Trigger5 = StateNo = 645 && MoveContact = 1
Trigger6 = StateNo = 320 && MoveContact = 1
Trigger7 = StateNo = 650 && MoveContact = 1
persistent = 0
V = 24
value = 5

[State -3,varset]
Type = VarSet
TriggerAll = var(24)
Trigger1 = (enemynear(var(58)),StateNo = [200,4999]) || enemynear,statetype = L  || stateno = 751 || stateno = 100;&&(enemynear(var(58)),!InGuardDist)
persistent = 0
var(24) = 0

[State -3,varadd]
Type = VarAdd
Trigger1 = StateNo = 235 && MoveContact = 1
Trigger2 = StateNo = 400 && MoveContact = 1
Trigger3 = StateNo = 215 && MoveContact = 1
Trigger4 = StateNo = 430 && MoveContact = 1
Trigger5 = StateNo = 205 && MoveContact = 1
Trigger6 = StateNo = 245 && MoveContact = 1
Trigger7 = StateNo = 200 && MoveContact = 1
persistent = 0
V = 32
value = 5

[State -3,varset]
Type = VarSet
TriggerAll = var(32)
Trigger1 = enemynear,MoveType != H||StateNo = 751||StateNo < 200
persistent = 0
var(32) = 0

;==============================================================================

[State -3]
type = Turn
triggerall = p2dist x < 0 
trigger1 = stateno = [150,154]
trigger1 = !time && var(59)

;�N���U��
;---------------------------------------------------------------------------
[State -3, �N���U�ߑI��]
type = VarSet
triggerall = var(44) = 0
triggerall = roundstate = 2
triggerall = enemynear(var(58)),statetype = L && enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),stateno != 5120 || enemynear(var(58)),animtime < -4
trigger1 = statetype != L && movetype != H
var(44) = 1 + (ifelse(Random <= 500 && var(33) = 0,1,0))

[State -3, ���Z�b�g]
type = varset
triggerall = var(44) != 0
trigger1 = roundstate != 2 || movetype = H || movetype = A && var(50) = 0 && var(4) != 2 || statetype = L
var(44) = 0

[State -3];��̃��Z�b�g
type = varset
triggerall = var(44) != 0
trigger1 = var(44) = 1 && enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),animtime = 0
trigger2 = var(44) = 2 && enemynear(var(58)),stateno = 5120
trigger2 = enemynear(var(58)),animtime > -6
trigger2 = !((stateno = [30,39]) || statetype = A)
trigger3 = var(44) = 3 && enemynear(var(58)),stateno = 5120
trigger3 = enemynear(var(58)),animtime > -5
trigger3 = !((stateno = [30,39]) || statetype = A)
trigger4 = var(44) = 4 && enemynear(var(58)),stateno = 5120
trigger4 = enemynear(var(58)),animtime > -4
var(44) = 10

;-----------------------------------------------------------

[State -3,varadd]
Type = VarAdd
Trigger1 = P2BodyDist x >= -10 || var(41) <= 30
Trigger1 = StateNo = 320 && MoveContact = 1
persistent = 0
V = 47
value = 5

[State -3,varset]
Type = VarSet
TriggerAll = var(47)
Trigger1 = enemynear,MoveType != H || StateNo = 751 || StateNo = 100 || StateNo = [30,39]
persistent = 0
var(47) = 0

;-------------------------------------------------------------------------------

[State -3, VarSet]
Type = VarSet
Trigger1 = var(49) != 0
V = 49
Value = 0
IgnoreHitPause = 1

[State -3, �q�b�g�d������]
Type = VarSet
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,160)
Trigger2 = EnemyNear(var(58)),StateNo = [5000,5100)
V = 49
Value = EnemyNear(var(58)),GetHitVar(hittime) + 1 ;?���琥��?�I����
IgnoreHitPause = 1

;�e---------------------------------------------------------------------------

[State -1, �q�b�g�m�F]
type = VarSet
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
trigger1 = stateno = 1211 && movehit
var(50) = 1

[State -1, �q�b�g�m�F]
type = VarSet
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerALL = stateno = 320 && movehit
trigger1 = var(41) < 50 && var(42) > 50 && p2dist x < 0
trigger2 = var(41) > 50 && var(42) < 50 && p2dist x > 0
var(50) = IFELSE(prevstateno = 105 && p2dist x > 15,17,16)

[State -1, �q�b�g�m�F]
type = VarSet
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
trigger1 = partner,numhelper(1901) > 0 || partner,numhelper(1910) > 0
trigger1 = enemynear(var(58)),stateno >= 5000 
trigger2 = partner,numhelper(2600) > 0
trigger2 = enemynear(var(58)),stateno >= 5000 
var(50) = 14

[State -1, �q�b�g�m�F]
type = VarSet
triggerall = Statetype != A
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno >= 5000
triggerall = P2BodyDist x <= 100
triggerall = prevstateno = [5000,5100]
triggerall = stateno != [5200,5201]
trigger1 = helper(1150),MoveHit
Trigger1 = helper(1150),numtarget
var(50) = 26

;------------------------------------------------------------------------------------------------------------- 

[State ,�o�����??]
type = ChangeState;ChangeState
Value = ifelse(power >= 1000 && enemynear(var(58)),Statetype != A && random <= 500,3200,1110)
triggerall = var(59) = 1 && p2bodydist x <= 100
triggerall = Random <= ifelse(helper(35002),var(36) = 1,250,125)
triggerall = inguarddist || helper(31000+id),inguarddist && enemynear(var(58)),Statetype = A
triggerall = enemynear(var(58)),MOVEtype = A 
triggerall = enemynear(var(58)),PREVSTATENO != [150,159]
triggerall = statetype != A 
triggerall = roundstate = 2
triggerALL = stateno = 200 && time <= 3 || stateno = 400 && time <= 3 || stateno = 430 && time <= 3 || stateno = 205 && time <= 3
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time <= (5 - Helper(999), var(2)) || (enemynear(var(58)), StateNo = Helper(999), var(1)) && (Helper(999), var(2) - enemynear(var(58)), Time = [0,5])
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time <= (5 - Helper(999), var(4)) || (enemynear(var(58)), StateNo = Helper(999), var(3)) && (Helper(999), var(4) - enemynear(var(58)), Time = [0,5])
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time <= (5 - Helper(999), var(6)) || (enemynear(var(58)), StateNo = Helper(999), var(5)) && (Helper(999), var(6) - enemynear(var(58)), Time = [0,5])
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time <= (5 - Helper(999), var(8)) || (enemynear(var(58)), StateNo = Helper(999), var(7)) && (Helper(999), var(8) - enemynear(var(58)), Time = [0,5])
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time <= (5 - Helper(999), var(10)) || (enemynear(var(58)), StateNo = Helper(999), var(9)) && (Helper(999), var(10) - enemynear(var(58)), Time = [0,5])
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time <= (5 - Helper(999), var(12)) || (enemynear(var(58)), StateNo = Helper(999), var(11)) && (Helper(999), var(12) - enemynear(var(58)), Time = [0,5])
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time <= (5 - Helper(999), var(14)) || (enemynear(var(58)), StateNo = Helper(999), var(13)) && (Helper(999), var(14) - enemynear(var(58)), Time = [0,5])
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time <= (5 - Helper(999), var(16)) || (enemynear(var(58)), StateNo = Helper(999), var(15)) && (Helper(999), var(16) - enemynear(var(58)), Time = [0,5])
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time <= (5 - Helper(999), var(18)) || (enemynear(var(58)), StateNo = Helper(999), var(17)) && (Helper(999), var(18) - enemynear(var(58)), Time = [0,5])
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time <= (5 - Helper(999), var(20)) || (enemynear(var(58)), StateNo = Helper(999), var(19)) && (Helper(999), var(20) - enemynear(var(58)), Time = [0,5])
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time <= (5 - Helper(999), var(22)) || (enemynear(var(58)), StateNo = Helper(999), var(21)) && (Helper(999), var(22) - enemynear(var(58)), Time = [0,5])
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time <= (5 - Helper(999), var(24)) || (enemynear(var(58)), StateNo = Helper(999), var(23)) && (Helper(999), var(24) - enemynear(var(58)), Time = [0,5])
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time <= (5 - Helper(999), var(26)) || (enemynear(var(58)), StateNo = Helper(999), var(25)) && (Helper(999), var(26) - enemynear(var(58)), Time = [0,5])
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time <= (5 - Helper(999), var(28)) || (enemynear(var(58)), StateNo = Helper(999), var(27)) && (Helper(999), var(28) - enemynear(var(58)), Time = [0,5])
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time <= (5 - Helper(999), var(30)) || (enemynear(var(58)), StateNo = Helper(999), var(29)) && (Helper(999), var(30) - enemynear(var(58)), Time = [0,5])
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time <= (5 - Helper(999), var(32)) || (enemynear(var(58)), StateNo = Helper(999), var(31)) && (Helper(999), var(32) - enemynear(var(58)), Time = [0,5])
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time <= (5 - Helper(999), var(34)) || (enemynear(var(58)), StateNo = Helper(999), var(33)) && (Helper(999), var(34) - enemynear(var(58)), Time = [0,5])
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time <= (5 - Helper(999), var(36)) || (enemynear(var(58)), StateNo = Helper(999), var(35)) && (Helper(999), var(36) - enemynear(var(58)), Time = [0,5])
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time <= (5 - Helper(999), var(38)) || (enemynear(var(58)), StateNo = Helper(999), var(37)) && (Helper(999), var(38) - enemynear(var(58)), Time = [0,5])
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time <= (5 - Helper(999), var(40)) || (enemynear(var(58)), StateNo = Helper(999), var(39)) && (Helper(999), var(40) - enemynear(var(58)), Time = [0,5])
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time <= (5 - Helper(999), var(42)) || (enemynear(var(58)), StateNo = Helper(999), var(41)) && (Helper(999), var(42) - enemynear(var(58)), Time = [0,5])
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time <= (5 - Helper(999), var(44)) || (enemynear(var(58)), StateNo = Helper(999), var(43)) && (Helper(999), var(44) - enemynear(var(58)), Time = [0,5])
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time <= (5 - Helper(999), var(46)) || (enemynear(var(58)), StateNo = Helper(999), var(45)) && (Helper(999), var(46) - enemynear(var(58)), Time = [0,5])
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time <= (5 - Helper(999), var(48)) || (enemynear(var(58)), StateNo = Helper(999), var(47)) && (Helper(999), var(48) - enemynear(var(58)), Time = [0,5])
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time <= (5 - Helper(999), var(50)) || (enemynear(var(58)), StateNo = Helper(999), var(49)) && (Helper(999), var(50) - enemynear(var(58)), Time = [0,5])
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time <= (5 - Helper(999), var(52)) || (enemynear(var(58)), StateNo = Helper(999), var(51)) && (Helper(999), var(52) - enemynear(var(58)), Time = [0,5])
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time <= (5 - Helper(999), var(54)) || (enemynear(var(58)), StateNo = Helper(999), var(53)) && (Helper(999), var(54) - enemynear(var(58)), Time = [0,5])
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time <= (5 - Helper(999), var(56)) || (enemynear(var(58)), StateNo = Helper(999), var(55)) && (Helper(999), var(56) - enemynear(var(58)), Time = [0,5]) 

[State ,�o�����??]
type = ChangeState;ChangeState
Value = ifelse(power >= 1000 && enemynear(var(58)),Statetype != A && random <= 500,3200,1110)
triggerall = var(59) = 1 && p2bodydist x <= 100
triggerall = Random <= ifelse(helper(35002),var(36) = 1,250,125)
triggerall = inguarddist || helper(31000+id),inguarddist && enemynear(var(58)),Statetype = A
triggerall = enemynear(var(58)),MOVEtype = A 
triggerall = enemynear(var(58)),PREVSTATENO != [150,159]
triggerall = statetype != A 
triggerall = roundstate = 2
triggerALL = stateno = 245 && time <= 4 || (stateno = [30,39]) && time <= 4
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time <= (6 - Helper(999), var(2)) || (enemynear(var(58)), StateNo = Helper(999), var(1)) && (Helper(999), var(2) - enemynear(var(58)), Time = [0,6])
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time <= (6 - Helper(999), var(4)) || (enemynear(var(58)), StateNo = Helper(999), var(3)) && (Helper(999), var(4) - enemynear(var(58)), Time = [0,6])
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time <= (6 - Helper(999), var(6)) || (enemynear(var(58)), StateNo = Helper(999), var(5)) && (Helper(999), var(6) - enemynear(var(58)), Time = [0,6])
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time <= (6 - Helper(999), var(8)) || (enemynear(var(58)), StateNo = Helper(999), var(7)) && (Helper(999), var(8) - enemynear(var(58)), Time = [0,6])
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time <= (6 - Helper(999), var(10)) || (enemynear(var(58)), StateNo = Helper(999), var(9)) && (Helper(999), var(10) - enemynear(var(58)), Time = [0,6])
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time <= (6 - Helper(999), var(12)) || (enemynear(var(58)), StateNo = Helper(999), var(11)) && (Helper(999), var(12) - enemynear(var(58)), Time = [0,6])
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time <= (6 - Helper(999), var(14)) || (enemynear(var(58)), StateNo = Helper(999), var(13)) && (Helper(999), var(14) - enemynear(var(58)), Time = [0,6])
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time <= (6 - Helper(999), var(16)) || (enemynear(var(58)), StateNo = Helper(999), var(15)) && (Helper(999), var(16) - enemynear(var(58)), Time = [0,6])
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time <= (6 - Helper(999), var(18)) || (enemynear(var(58)), StateNo = Helper(999), var(17)) && (Helper(999), var(18) - enemynear(var(58)), Time = [0,6])
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time <= (6 - Helper(999), var(20)) || (enemynear(var(58)), StateNo = Helper(999), var(19)) && (Helper(999), var(20) - enemynear(var(58)), Time = [0,6])
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time <= (6 - Helper(999), var(22)) || (enemynear(var(58)), StateNo = Helper(999), var(21)) && (Helper(999), var(22) - enemynear(var(58)), Time = [0,6])
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time <= (6 - Helper(999), var(24)) || (enemynear(var(58)), StateNo = Helper(999), var(23)) && (Helper(999), var(24) - enemynear(var(58)), Time = [0,6])
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time <= (6 - Helper(999), var(26)) || (enemynear(var(58)), StateNo = Helper(999), var(25)) && (Helper(999), var(26) - enemynear(var(58)), Time = [0,6])
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time <= (6 - Helper(999), var(28)) || (enemynear(var(58)), StateNo = Helper(999), var(27)) && (Helper(999), var(28) - enemynear(var(58)), Time = [0,6])
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time <= (6 - Helper(999), var(30)) || (enemynear(var(58)), StateNo = Helper(999), var(29)) && (Helper(999), var(30) - enemynear(var(58)), Time = [0,6])
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time <= (6 - Helper(999), var(32)) || (enemynear(var(58)), StateNo = Helper(999), var(31)) && (Helper(999), var(32) - enemynear(var(58)), Time = [0,6])
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time <= (6 - Helper(999), var(34)) || (enemynear(var(58)), StateNo = Helper(999), var(33)) && (Helper(999), var(34) - enemynear(var(58)), Time = [0,6])
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time <= (6 - Helper(999), var(36)) || (enemynear(var(58)), StateNo = Helper(999), var(35)) && (Helper(999), var(36) - enemynear(var(58)), Time = [0,6])
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time <= (6 - Helper(999), var(38)) || (enemynear(var(58)), StateNo = Helper(999), var(37)) && (Helper(999), var(38) - enemynear(var(58)), Time = [0,6])
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time <= (6 - Helper(999), var(40)) || (enemynear(var(58)), StateNo = Helper(999), var(39)) && (Helper(999), var(40) - enemynear(var(58)), Time = [0,6])
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time <= (6 - Helper(999), var(42)) || (enemynear(var(58)), StateNo = Helper(999), var(41)) && (Helper(999), var(42) - enemynear(var(58)), Time = [0,6])
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time <= (6 - Helper(999), var(44)) || (enemynear(var(58)), StateNo = Helper(999), var(43)) && (Helper(999), var(44) - enemynear(var(58)), Time = [0,6])
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time <= (6 - Helper(999), var(46)) || (enemynear(var(58)), StateNo = Helper(999), var(45)) && (Helper(999), var(46) - enemynear(var(58)), Time = [0,6])
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time <= (6 - Helper(999), var(48)) || (enemynear(var(58)), StateNo = Helper(999), var(47)) && (Helper(999), var(48) - enemynear(var(58)), Time = [0,6])
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time <= (6 - Helper(999), var(50)) || (enemynear(var(58)), StateNo = Helper(999), var(49)) && (Helper(999), var(50) - enemynear(var(58)), Time = [0,6])
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time <= (6 - Helper(999), var(52)) || (enemynear(var(58)), StateNo = Helper(999), var(51)) && (Helper(999), var(52) - enemynear(var(58)), Time = [0,6])
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time <= (6 - Helper(999), var(54)) || (enemynear(var(58)), StateNo = Helper(999), var(53)) && (Helper(999), var(54) - enemynear(var(58)), Time = [0,6])
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time <= (6 - Helper(999), var(56)) || (enemynear(var(58)), StateNo = Helper(999), var(55)) && (Helper(999), var(56) - enemynear(var(58)), Time = [0,6])

[State ,�o�����??]
type = ChangeState;ChangeState
Value = ifelse(power >= 1000 && enemynear(var(58)),Statetype != A && random <= 500,3200,1110)
triggerall = var(59) = 1 && p2bodydist x <= 100
triggerall = Random <= ifelse(helper(35002),var(36) = 1,250,125)
triggerall = inguarddist || helper(31000+id),inguarddist && enemynear(var(58)),Statetype = A
triggerall = enemynear(var(58)),MOVEtype = A 
triggerall = enemynear(var(58)),PREVSTATENO != [150,159]
triggerall = statetype != A 
triggerall = roundstate = 2
triggerALL = stateno = 235 && time <= 5 || stateno = 230 && time <= 5 || stateno = 240 && time <= 5 || stateno = 440 && time <= 5 || stateno = 250 && time <= 5
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time <= (7 - Helper(999), var(2)) || (enemynear(var(58)), StateNo = Helper(999), var(1)) && (Helper(999), var(2) - enemynear(var(58)), Time = [0,7])
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time <= (7 - Helper(999), var(4)) || (enemynear(var(58)), StateNo = Helper(999), var(3)) && (Helper(999), var(4) - enemynear(var(58)), Time = [0,7])
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time <= (7 - Helper(999), var(6)) || (enemynear(var(58)), StateNo = Helper(999), var(5)) && (Helper(999), var(6) - enemynear(var(58)), Time = [0,7])
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time <= (7 - Helper(999), var(8)) || (enemynear(var(58)), StateNo = Helper(999), var(7)) && (Helper(999), var(8) - enemynear(var(58)), Time = [0,7])
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time <= (7 - Helper(999), var(10)) || (enemynear(var(58)), StateNo = Helper(999), var(9)) && (Helper(999), var(10) - enemynear(var(58)), Time = [0,7])
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time <= (7 - Helper(999), var(12)) || (enemynear(var(58)), StateNo = Helper(999), var(11)) && (Helper(999), var(12) - enemynear(var(58)), Time = [0,7])
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time <= (7 - Helper(999), var(14)) || (enemynear(var(58)), StateNo = Helper(999), var(13)) && (Helper(999), var(14) - enemynear(var(58)), Time = [0,7])
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time <= (7 - Helper(999), var(16)) || (enemynear(var(58)), StateNo = Helper(999), var(15)) && (Helper(999), var(16) - enemynear(var(58)), Time = [0,7])
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time <= (7 - Helper(999), var(18)) || (enemynear(var(58)), StateNo = Helper(999), var(17)) && (Helper(999), var(18) - enemynear(var(58)), Time = [0,7])
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time <= (7 - Helper(999), var(20)) || (enemynear(var(58)), StateNo = Helper(999), var(19)) && (Helper(999), var(20) - enemynear(var(58)), Time = [0,7])
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time <= (7 - Helper(999), var(22)) || (enemynear(var(58)), StateNo = Helper(999), var(21)) && (Helper(999), var(22) - enemynear(var(58)), Time = [0,7])
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time <= (7 - Helper(999), var(24)) || (enemynear(var(58)), StateNo = Helper(999), var(23)) && (Helper(999), var(24) - enemynear(var(58)), Time = [0,7])
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time <= (7 - Helper(999), var(26)) || (enemynear(var(58)), StateNo = Helper(999), var(25)) && (Helper(999), var(26) - enemynear(var(58)), Time = [0,7])
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time <= (7 - Helper(999), var(28)) || (enemynear(var(58)), StateNo = Helper(999), var(27)) && (Helper(999), var(28) - enemynear(var(58)), Time = [0,7])
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time <= (7 - Helper(999), var(30)) || (enemynear(var(58)), StateNo = Helper(999), var(29)) && (Helper(999), var(30) - enemynear(var(58)), Time = [0,7])
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time <= (7 - Helper(999), var(32)) || (enemynear(var(58)), StateNo = Helper(999), var(31)) && (Helper(999), var(32) - enemynear(var(58)), Time = [0,7])
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time <= (7 - Helper(999), var(34)) || (enemynear(var(58)), StateNo = Helper(999), var(33)) && (Helper(999), var(34) - enemynear(var(58)), Time = [0,7])
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time <= (7 - Helper(999), var(36)) || (enemynear(var(58)), StateNo = Helper(999), var(35)) && (Helper(999), var(36) - enemynear(var(58)), Time = [0,7])
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time <= (7 - Helper(999), var(38)) || (enemynear(var(58)), StateNo = Helper(999), var(37)) && (Helper(999), var(38) - enemynear(var(58)), Time = [0,7])
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time <= (7 - Helper(999), var(40)) || (enemynear(var(58)), StateNo = Helper(999), var(39)) && (Helper(999), var(40) - enemynear(var(58)), Time = [0,7])
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time <= (7 - Helper(999), var(42)) || (enemynear(var(58)), StateNo = Helper(999), var(41)) && (Helper(999), var(42) - enemynear(var(58)), Time = [0,7])
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time <= (7 - Helper(999), var(44)) || (enemynear(var(58)), StateNo = Helper(999), var(43)) && (Helper(999), var(44) - enemynear(var(58)), Time = [0,7])
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time <= (7 - Helper(999), var(46)) || (enemynear(var(58)), StateNo = Helper(999), var(45)) && (Helper(999), var(46) - enemynear(var(58)), Time = [0,7])
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time <= (7 - Helper(999), var(48)) || (enemynear(var(58)), StateNo = Helper(999), var(47)) && (Helper(999), var(48) - enemynear(var(58)), Time = [0,7])
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time <= (7 - Helper(999), var(50)) || (enemynear(var(58)), StateNo = Helper(999), var(49)) && (Helper(999), var(50) - enemynear(var(58)), Time = [0,7])
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time <= (7 - Helper(999), var(52)) || (enemynear(var(58)), StateNo = Helper(999), var(51)) && (Helper(999), var(52) - enemynear(var(58)), Time = [0,7])
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time <= (7 - Helper(999), var(54)) || (enemynear(var(58)), StateNo = Helper(999), var(53)) && (Helper(999), var(54) - enemynear(var(58)), Time = [0,7])
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time <= (7 - Helper(999), var(56)) || (enemynear(var(58)), StateNo = Helper(999), var(55)) && (Helper(999), var(56) - enemynear(var(58)), Time = [0,7])

;前冲时的防御检测
[State -1, 前冲防御]
type = ChangeState
value = 120
triggerall = var(59)
triggerall = stateno = 100
triggerall = RoundState = 2
triggerall = inguarddist || helper(31000+id),inguarddist
triggerall = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
triggerall = EnemyNear(var(58)),AnimTime >= -15
triggerall = p2bodydist x <= 60
trigger1 = EnemyNear(var(58)),facing != facing
trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,AT && EnemyNear(var(58)),Time <= 5

;投技回避检测
[State -1, 投技回避]
type = ChangeState
value = 105
triggerall = var(59)
triggerall = stateno = 100
triggerall = RoundState = 2
triggerall = EnemyNear(var(58)),StateNo >= 800 && EnemyNear(var(58)),StateNo <= 899
triggerall = EnemyNear(var(58)),AnimTime >= -10
triggerall = p2bodydist x <= 40
trigger1 = EnemyNear(var(58)),facing != facing

;被压制投技反击
[State -1, 反压制投技]
type = ChangeState
value = ifelse(var(42) < 200,805,800)
triggerall = var(59)
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),ctrl = 1
triggerall = p2bodydist x <= 20
triggerall = ctrl || (stateno = [120,149])
trigger1 = (enemynear(var(58)),stateno = 20 || enemynear(var(58)),stateno = 21 || enemynear(var(58)),stateno = 100) && random <= 400
trigger2 = enemynear(var(58)),MoveGuarded && Time <= 5 && random <= 300

;被压制神尘反击
[State -1, 被压制神尘]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = power >= 2000
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != A
triggerall = p2bodydist x <= 80
triggerall = ctrl || (stateno = [120,149])
trigger1 = enemynear(var(58)),movetype = I && random <= 400
trigger2 = (enemynear(var(58)),stateno = 20 || enemynear(var(58)),stateno = 21 || enemynear(var(58)),stateno = 100) && random <= 400
trigger3 = enemynear(var(58)),MoveGuarded && Time <= 8 && random <= 400

;残血对空火枷钜锤
[State -1, 残血火枷钜锤]
type = ChangeState
value = 3050
triggerall = var(59)
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = life <= lifemax * 0.2
triggerall = power >= 2000
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),vel y > 0
triggerall = p2bodydist x <= 100
triggerall = p2bodydist y >= -50
triggerall = ctrl || (stateno = [120,149])
trigger1 = random <= 400

[State ,�o�����??]
type = ChangeState;ChangeState
Value = 120
triggerall = var(59) > 1
triggerall = inguarddist || helper(31000+id),inguarddist && enemynear(var(58)),Statetype = A
triggerall = enemynear(var(58)),MOVEtype = A 
triggerall = enemynear(var(58)),PREVSTATENO != [150,159]
triggerall = statetype != A 
triggerall = roundstate = 2
triggerALL = stateno = 200 && time <= 3 || stateno = 400 && time <= 3 || stateno = 430 && time <= 3 || stateno = 205 && time <= 3
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time <= (5 - Helper(999), var(2)) || (enemynear(var(58)), StateNo = Helper(999), var(1)) && (Helper(999), var(2) - enemynear(var(58)), Time = [0,5])
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time <= (5 - Helper(999), var(4)) || (enemynear(var(58)), StateNo = Helper(999), var(3)) && (Helper(999), var(4) - enemynear(var(58)), Time = [0,5])
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time <= (5 - Helper(999), var(6)) || (enemynear(var(58)), StateNo = Helper(999), var(5)) && (Helper(999), var(6) - enemynear(var(58)), Time = [0,5])
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time <= (5 - Helper(999), var(8)) || (enemynear(var(58)), StateNo = Helper(999), var(7)) && (Helper(999), var(8) - enemynear(var(58)), Time = [0,5])
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time <= (5 - Helper(999), var(10)) || (enemynear(var(58)), StateNo = Helper(999), var(9)) && (Helper(999), var(10) - enemynear(var(58)), Time = [0,5])
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time <= (5 - Helper(999), var(12)) || (enemynear(var(58)), StateNo = Helper(999), var(11)) && (Helper(999), var(12) - enemynear(var(58)), Time = [0,5])
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time <= (5 - Helper(999), var(14)) || (enemynear(var(58)), StateNo = Helper(999), var(13)) && (Helper(999), var(14) - enemynear(var(58)), Time = [0,5])
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time <= (5 - Helper(999), var(16)) || (enemynear(var(58)), StateNo = Helper(999), var(15)) && (Helper(999), var(16) - enemynear(var(58)), Time = [0,5])
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time <= (5 - Helper(999), var(18)) || (enemynear(var(58)), StateNo = Helper(999), var(17)) && (Helper(999), var(18) - enemynear(var(58)), Time = [0,5])
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time <= (5 - Helper(999), var(20)) || (enemynear(var(58)), StateNo = Helper(999), var(19)) && (Helper(999), var(20) - enemynear(var(58)), Time = [0,5])
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time <= (5 - Helper(999), var(22)) || (enemynear(var(58)), StateNo = Helper(999), var(21)) && (Helper(999), var(22) - enemynear(var(58)), Time = [0,5])
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time <= (5 - Helper(999), var(24)) || (enemynear(var(58)), StateNo = Helper(999), var(23)) && (Helper(999), var(24) - enemynear(var(58)), Time = [0,5])
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time <= (5 - Helper(999), var(26)) || (enemynear(var(58)), StateNo = Helper(999), var(25)) && (Helper(999), var(26) - enemynear(var(58)), Time = [0,5])
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time <= (5 - Helper(999), var(28)) || (enemynear(var(58)), StateNo = Helper(999), var(27)) && (Helper(999), var(28) - enemynear(var(58)), Time = [0,5])
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time <= (5 - Helper(999), var(30)) || (enemynear(var(58)), StateNo = Helper(999), var(29)) && (Helper(999), var(30) - enemynear(var(58)), Time = [0,5])
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time <= (5 - Helper(999), var(32)) || (enemynear(var(58)), StateNo = Helper(999), var(31)) && (Helper(999), var(32) - enemynear(var(58)), Time = [0,5])
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time <= (5 - Helper(999), var(34)) || (enemynear(var(58)), StateNo = Helper(999), var(33)) && (Helper(999), var(34) - enemynear(var(58)), Time = [0,5])
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time <= (5 - Helper(999), var(36)) || (enemynear(var(58)), StateNo = Helper(999), var(35)) && (Helper(999), var(36) - enemynear(var(58)), Time = [0,5])
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time <= (5 - Helper(999), var(38)) || (enemynear(var(58)), StateNo = Helper(999), var(37)) && (Helper(999), var(38) - enemynear(var(58)), Time = [0,5])
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time <= (5 - Helper(999), var(40)) || (enemynear(var(58)), StateNo = Helper(999), var(39)) && (Helper(999), var(40) - enemynear(var(58)), Time = [0,5])
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time <= (5 - Helper(999), var(42)) || (enemynear(var(58)), StateNo = Helper(999), var(41)) && (Helper(999), var(42) - enemynear(var(58)), Time = [0,5])
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time <= (5 - Helper(999), var(44)) || (enemynear(var(58)), StateNo = Helper(999), var(43)) && (Helper(999), var(44) - enemynear(var(58)), Time = [0,5])
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time <= (5 - Helper(999), var(46)) || (enemynear(var(58)), StateNo = Helper(999), var(45)) && (Helper(999), var(46) - enemynear(var(58)), Time = [0,5])
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time <= (5 - Helper(999), var(48)) || (enemynear(var(58)), StateNo = Helper(999), var(47)) && (Helper(999), var(48) - enemynear(var(58)), Time = [0,5])
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time <= (5 - Helper(999), var(50)) || (enemynear(var(58)), StateNo = Helper(999), var(49)) && (Helper(999), var(50) - enemynear(var(58)), Time = [0,5])
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time <= (5 - Helper(999), var(52)) || (enemynear(var(58)), StateNo = Helper(999), var(51)) && (Helper(999), var(52) - enemynear(var(58)), Time = [0,5])
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time <= (5 - Helper(999), var(54)) || (enemynear(var(58)), StateNo = Helper(999), var(53)) && (Helper(999), var(54) - enemynear(var(58)), Time = [0,5])
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time <= (5 - Helper(999), var(56)) || (enemynear(var(58)), StateNo = Helper(999), var(55)) && (Helper(999), var(56) - enemynear(var(58)), Time = [0,5]) 

[State ,�o�����??]
type = ChangeState;ChangeState
Value = 120
triggerall = var(59) > 1
triggerall = inguarddist || helper(31000+id),inguarddist && enemynear(var(58)),Statetype = A
triggerall = enemynear(var(58)),MOVEtype = A 
triggerall = enemynear(var(58)),PREVSTATENO != [150,159]
triggerall = statetype != A 
triggerall = roundstate = 2
triggerALL = stateno = 245 && time <= 4 || (stateno = [30,39]) && time <= 4
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time <= (6 - Helper(999), var(2)) || (enemynear(var(58)), StateNo = Helper(999), var(1)) && (Helper(999), var(2) - enemynear(var(58)), Time = [0,6])
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time <= (6 - Helper(999), var(4)) || (enemynear(var(58)), StateNo = Helper(999), var(3)) && (Helper(999), var(4) - enemynear(var(58)), Time = [0,6])
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time <= (6 - Helper(999), var(6)) || (enemynear(var(58)), StateNo = Helper(999), var(5)) && (Helper(999), var(6) - enemynear(var(58)), Time = [0,6])
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time <= (6 - Helper(999), var(8)) || (enemynear(var(58)), StateNo = Helper(999), var(7)) && (Helper(999), var(8) - enemynear(var(58)), Time = [0,6])
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time <= (6 - Helper(999), var(10)) || (enemynear(var(58)), StateNo = Helper(999), var(9)) && (Helper(999), var(10) - enemynear(var(58)), Time = [0,6])
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time <= (6 - Helper(999), var(12)) || (enemynear(var(58)), StateNo = Helper(999), var(11)) && (Helper(999), var(12) - enemynear(var(58)), Time = [0,6])
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time <= (6 - Helper(999), var(14)) || (enemynear(var(58)), StateNo = Helper(999), var(13)) && (Helper(999), var(14) - enemynear(var(58)), Time = [0,6])
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time <= (6 - Helper(999), var(16)) || (enemynear(var(58)), StateNo = Helper(999), var(15)) && (Helper(999), var(16) - enemynear(var(58)), Time = [0,6])
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time <= (6 - Helper(999), var(18)) || (enemynear(var(58)), StateNo = Helper(999), var(17)) && (Helper(999), var(18) - enemynear(var(58)), Time = [0,6])
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time <= (6 - Helper(999), var(20)) || (enemynear(var(58)), StateNo = Helper(999), var(19)) && (Helper(999), var(20) - enemynear(var(58)), Time = [0,6])
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time <= (6 - Helper(999), var(22)) || (enemynear(var(58)), StateNo = Helper(999), var(21)) && (Helper(999), var(22) - enemynear(var(58)), Time = [0,6])
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time <= (6 - Helper(999), var(24)) || (enemynear(var(58)), StateNo = Helper(999), var(23)) && (Helper(999), var(24) - enemynear(var(58)), Time = [0,6])
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time <= (6 - Helper(999), var(26)) || (enemynear(var(58)), StateNo = Helper(999), var(25)) && (Helper(999), var(26) - enemynear(var(58)), Time = [0,6])
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time <= (6 - Helper(999), var(28)) || (enemynear(var(58)), StateNo = Helper(999), var(27)) && (Helper(999), var(28) - enemynear(var(58)), Time = [0,6])
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time <= (6 - Helper(999), var(30)) || (enemynear(var(58)), StateNo = Helper(999), var(29)) && (Helper(999), var(30) - enemynear(var(58)), Time = [0,6])
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time <= (6 - Helper(999), var(32)) || (enemynear(var(58)), StateNo = Helper(999), var(31)) && (Helper(999), var(32) - enemynear(var(58)), Time = [0,6])
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time <= (6 - Helper(999), var(34)) || (enemynear(var(58)), StateNo = Helper(999), var(33)) && (Helper(999), var(34) - enemynear(var(58)), Time = [0,6])
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time <= (6 - Helper(999), var(36)) || (enemynear(var(58)), StateNo = Helper(999), var(35)) && (Helper(999), var(36) - enemynear(var(58)), Time = [0,6])
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time <= (6 - Helper(999), var(38)) || (enemynear(var(58)), StateNo = Helper(999), var(37)) && (Helper(999), var(38) - enemynear(var(58)), Time = [0,6])
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time <= (6 - Helper(999), var(40)) || (enemynear(var(58)), StateNo = Helper(999), var(39)) && (Helper(999), var(40) - enemynear(var(58)), Time = [0,6])
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time <= (6 - Helper(999), var(42)) || (enemynear(var(58)), StateNo = Helper(999), var(41)) && (Helper(999), var(42) - enemynear(var(58)), Time = [0,6])
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time <= (6 - Helper(999), var(44)) || (enemynear(var(58)), StateNo = Helper(999), var(43)) && (Helper(999), var(44) - enemynear(var(58)), Time = [0,6])
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time <= (6 - Helper(999), var(46)) || (enemynear(var(58)), StateNo = Helper(999), var(45)) && (Helper(999), var(46) - enemynear(var(58)), Time = [0,6])
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time <= (6 - Helper(999), var(48)) || (enemynear(var(58)), StateNo = Helper(999), var(47)) && (Helper(999), var(48) - enemynear(var(58)), Time = [0,6])
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time <= (6 - Helper(999), var(50)) || (enemynear(var(58)), StateNo = Helper(999), var(49)) && (Helper(999), var(50) - enemynear(var(58)), Time = [0,6])
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time <= (6 - Helper(999), var(52)) || (enemynear(var(58)), StateNo = Helper(999), var(51)) && (Helper(999), var(52) - enemynear(var(58)), Time = [0,6])
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time <= (6 - Helper(999), var(54)) || (enemynear(var(58)), StateNo = Helper(999), var(53)) && (Helper(999), var(54) - enemynear(var(58)), Time = [0,6])
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time <= (6 - Helper(999), var(56)) || (enemynear(var(58)), StateNo = Helper(999), var(55)) && (Helper(999), var(56) - enemynear(var(58)), Time = [0,6])

[State ,�o�����??]
type = ChangeState;ChangeState
Value = 120
triggerall = var(59) > 1
triggerall = inguarddist || helper(31000+id),inguarddist && enemynear(var(58)),Statetype = A
triggerall = enemynear(var(58)),MOVEtype = A 
triggerall = enemynear(var(58)),PREVSTATENO != [150,159]
triggerall = statetype != A 
triggerall = roundstate = 2
triggerALL = stateno = 235 && time <= 5 || stateno = 230 && time <= 5 || stateno = 240 && time <= 5 || stateno = 440 && time <= 5 || stateno = 250 && time <= 5
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time <= (7 - Helper(999), var(2)) || (enemynear(var(58)), StateNo = Helper(999), var(1)) && (Helper(999), var(2) - enemynear(var(58)), Time = [0,7])
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time <= (7 - Helper(999), var(4)) || (enemynear(var(58)), StateNo = Helper(999), var(3)) && (Helper(999), var(4) - enemynear(var(58)), Time = [0,7])
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time <= (7 - Helper(999), var(6)) || (enemynear(var(58)), StateNo = Helper(999), var(5)) && (Helper(999), var(6) - enemynear(var(58)), Time = [0,7])
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time <= (7 - Helper(999), var(8)) || (enemynear(var(58)), StateNo = Helper(999), var(7)) && (Helper(999), var(8) - enemynear(var(58)), Time = [0,7])
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time <= (7 - Helper(999), var(10)) || (enemynear(var(58)), StateNo = Helper(999), var(9)) && (Helper(999), var(10) - enemynear(var(58)), Time = [0,7])
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time <= (7 - Helper(999), var(12)) || (enemynear(var(58)), StateNo = Helper(999), var(11)) && (Helper(999), var(12) - enemynear(var(58)), Time = [0,7])
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time <= (7 - Helper(999), var(14)) || (enemynear(var(58)), StateNo = Helper(999), var(13)) && (Helper(999), var(14) - enemynear(var(58)), Time = [0,7])
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time <= (7 - Helper(999), var(16)) || (enemynear(var(58)), StateNo = Helper(999), var(15)) && (Helper(999), var(16) - enemynear(var(58)), Time = [0,7])
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time <= (7 - Helper(999), var(18)) || (enemynear(var(58)), StateNo = Helper(999), var(17)) && (Helper(999), var(18) - enemynear(var(58)), Time = [0,7])
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time <= (7 - Helper(999), var(20)) || (enemynear(var(58)), StateNo = Helper(999), var(19)) && (Helper(999), var(20) - enemynear(var(58)), Time = [0,7])
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time <= (7 - Helper(999), var(22)) || (enemynear(var(58)), StateNo = Helper(999), var(21)) && (Helper(999), var(22) - enemynear(var(58)), Time = [0,7])
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time <= (7 - Helper(999), var(24)) || (enemynear(var(58)), StateNo = Helper(999), var(23)) && (Helper(999), var(24) - enemynear(var(58)), Time = [0,7])
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time <= (7 - Helper(999), var(26)) || (enemynear(var(58)), StateNo = Helper(999), var(25)) && (Helper(999), var(26) - enemynear(var(58)), Time = [0,7])
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time <= (7 - Helper(999), var(28)) || (enemynear(var(58)), StateNo = Helper(999), var(27)) && (Helper(999), var(28) - enemynear(var(58)), Time = [0,7])
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time <= (7 - Helper(999), var(30)) || (enemynear(var(58)), StateNo = Helper(999), var(29)) && (Helper(999), var(30) - enemynear(var(58)), Time = [0,7])
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time <= (7 - Helper(999), var(32)) || (enemynear(var(58)), StateNo = Helper(999), var(31)) && (Helper(999), var(32) - enemynear(var(58)), Time = [0,7])
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time <= (7 - Helper(999), var(34)) || (enemynear(var(58)), StateNo = Helper(999), var(33)) && (Helper(999), var(34) - enemynear(var(58)), Time = [0,7])
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time <= (7 - Helper(999), var(36)) || (enemynear(var(58)), StateNo = Helper(999), var(35)) && (Helper(999), var(36) - enemynear(var(58)), Time = [0,7])
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time <= (7 - Helper(999), var(38)) || (enemynear(var(58)), StateNo = Helper(999), var(37)) && (Helper(999), var(38) - enemynear(var(58)), Time = [0,7])
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time <= (7 - Helper(999), var(40)) || (enemynear(var(58)), StateNo = Helper(999), var(39)) && (Helper(999), var(40) - enemynear(var(58)), Time = [0,7])
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time <= (7 - Helper(999), var(42)) || (enemynear(var(58)), StateNo = Helper(999), var(41)) && (Helper(999), var(42) - enemynear(var(58)), Time = [0,7])
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time <= (7 - Helper(999), var(44)) || (enemynear(var(58)), StateNo = Helper(999), var(43)) && (Helper(999), var(44) - enemynear(var(58)), Time = [0,7])
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time <= (7 - Helper(999), var(46)) || (enemynear(var(58)), StateNo = Helper(999), var(45)) && (Helper(999), var(46) - enemynear(var(58)), Time = [0,7])
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time <= (7 - Helper(999), var(48)) || (enemynear(var(58)), StateNo = Helper(999), var(47)) && (Helper(999), var(48) - enemynear(var(58)), Time = [0,7])
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time <= (7 - Helper(999), var(50)) || (enemynear(var(58)), StateNo = Helper(999), var(49)) && (Helper(999), var(50) - enemynear(var(58)), Time = [0,7])
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time <= (7 - Helper(999), var(52)) || (enemynear(var(58)), StateNo = Helper(999), var(51)) && (Helper(999), var(52) - enemynear(var(58)), Time = [0,7])
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time <= (7 - Helper(999), var(54)) || (enemynear(var(58)), StateNo = Helper(999), var(53)) && (Helper(999), var(54) - enemynear(var(58)), Time = [0,7])
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time <= (7 - Helper(999), var(56)) || (enemynear(var(58)), StateNo = Helper(999), var(55)) && (Helper(999), var(56) - enemynear(var(58)), Time = [0,7])

;������������������������������������������������������������������������������������
;�Βn���k
;������������������������������������������������������������������������������������
[State -1, ���Ⴊ��]
Type = ChangeState
Value = 10
ctrl = 0
triggerall = var(59)
triggerall = teammode = single || teammode = turns
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = Helper(40000),fvar(3) >= 1

[State -1, ����]
Type = ChangeState
Value = 12
ctrl = 1
triggerall = var(59)
triggerall = teammode = single || teammode = turns
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = stateno = 11 && ctrl = 0
trigger1 = Helper(40000),fvar(3) = 0

;����?�i�z���_?�z?----------------------------------------------------------------

[State -1,����?�i]
type = ChangeState
value = var(57)
triggerall = var(59)
triggerall = teammode = simul 
triggerall = var(50) = 14 && !var(40)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
trigger1 = stateno = 53
trigger1 = var(57):= ifelse(var(24) = 5,34,ifelse(var(24) = 10,ifelse(var(42) < 50,105,ifelse(var(41) < 100,34,60)),ifelse(VAR(49) >= 18 && var(42) < 50,IFELSE((helper(24000 + id),var(52) = [80,100]) || partner,time >= 100,34,105),IFELSE(VAR(49) >= 18 && numtarget(320) || VAR(49) < 10 && !numtarget(320),60,ifelse((helper(24000 + id),var(52) < -30 || partner,time >= 180) && numtarget(320),99,ifelse((helper(24000 + id),var(52) = [80,100]) || partner,time >= 100 || var(49) >= 20 && numtarget(320) = 0,34,39))))))
trigger2 = stateno = 105 && VEL Y > 1
trigger2 = var(57):= 320

[State -1,仈��P]
type = ChangeState
value = var(57)
triggerall = var(59)
triggerall = STATETYPE != A
triggerall = teammode = simul 
triggerall = partner,name = "Leona"
triggerall = var(50) = 14 && !var(40)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = enemynear(var(58)),statetype != L
trigger1 = (ctrl || stateno = 53) && enemynear(var(58)),vel y = 0
trigger1 = var(57):= 34
trigger2 = !target(10),statetype = A && enemynear(var(58)),vel y != 0
trigger2 = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger2 = var(57):= 1510

;��?�U???------------------------------------------------------------

[State -1,�O��]
type = ChangeState
value = var(57)
triggerall = target(320),statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = statetype != A || stateno = 61
triggerall = enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = var(59)
trigger1 = stateno = 53 && time = 1 && enemynear(var(58)),stateno >= 5000
trigger1 = var(57):= ifelse(var(49) >= 18 && var(47) >= 5,ifelse(var(50) = 16,105,60),99)
trigger2 = stateno = 61 && vel y > -2
trigger2 = var(57):= 320

[State -1, Stand Strong Punch]
type = ChangeState
value = var(57)
triggerall = var(59)
triggerall = Statetype != A
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = var(24) > 0 && P2BodyDist x <= 100
trigger1 = stateno = 99 && enemynear(var(58)),stateno = [5000,5100)
trigger1 = (var(49) <= 3 || var(49) <= 6 && p2bodydist x <= 30)
trigger1 = var(57):= ifelse(var(49) <= 3,310,ifelse(random<=500 && p2bodydist x <= 15 && var(49) >= 4 && !(target(30),statetype != A && var(40)),ifelse(random<=500,ifelse(random<=500,400,430),ifelse(random<=500,205,235)),ifelse(random<=250 && var(49) >= 5,245,215)))
trigger2 = stateno = 99 && enemynear(var(58)),stateno = 5700
trigger2 = (enemynear(var(58)),time >= 23 || enemynear(var(58)),time >= 20 && p2bodydist x <= 30)
trigger2 = var(57):= ifelse(enemynear(var(58)),time >= 23,310,ifelse(random<=500 && p2bodydist x <= 15 && enemynear(var(58)),time <= 22 && !(target(30),statetype != A && var(40)),ifelse(random<=500,ifelse(random<=500,400,430),ifelse(random<=500,205,235)),ifelse(random<=250 && enemynear(var(58)),time >= 21,245,215)))
trigger3 = stateno = 53
trigger3 = enemynear(var(58)),stateno >= 5000
trigger3 = var(49) > 6
trigger3 = var(57):= 99

[State -1, Stand Strong Punch]
type = ChangeState
value = var(57)
triggerall = var(59)
triggerall = Statetype != A
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno >= 5000
triggerall = stateno = 100 && P2BodyDist x <= 100
trigger1 = enemynear(var(58)),stateno = [5000,5100)
trigger1 = (var(49) <= 3 || var(49) <= 6 && p2bodydist x <= 30)
trigger1 = var(57):= ifelse(var(49) <= 3,310,ifelse(random<=500 && p2bodydist x <= 15 && var(49) >= 4,ifelse(random<=500,ifelse(random<=500,400,430),ifelse(random<=500,205,235)),ifelse(random<=250 && var(49) >= 5,245,215)))
trigger2 = enemynear(var(58)),stateno = 5700
trigger2 = (enemynear(var(58)),time >= 23 || enemynear(var(58)),time >= 20 && p2bodydist x <= 30)
trigger2 = var(57):= ifelse(enemynear(var(58)),time >= 23,310,ifelse(random<=500 && p2bodydist x <= 15 && enemynear(var(58)),time <= 22,ifelse(random<=500,ifelse(random<=500,400,430),ifelse(random<=500,205,235)),ifelse(random<=250 && enemynear(var(58)),time >= 21,245,215)))

;?��U?������--------------------------------------------------------------------------------

[State -3,]
Type = ChangeState;ChangeState
Value = 120
TriggerAll = var(59) > 1
triggerall = var(27)
TriggerAll = RoundState = 2
TriggerAll = Enemynear(var(58)),movetype != H
Trigger1 = (stateno = [200,1999])
trigger2 = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 52 || (stateno = [120,149])
IgnoreHitPause = 1

;?��?���g�@--------------------------------------------------------------------------------

[State AI]
type = ChangeState;ChangeState
value = 105
triggerall = var(59) > 2
triggerall = random <= IFELSE(var(33) = 0,50,25)
triggerall = roundstate = 2
triggerall = statetype != A
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),vel x > 0
TriggerAll = enemynear(var(58)),StateType != A
TriggerAll = enemynear(var(58)),movetype != H
triggerALL = enemynear(var(58)),statetype != L
triggerALL = enemynear(var(58)),stateno >= 200
triggerALL = enemynear(var(58)),prevstateno != [150,159]
Triggerall = p2dist X <= -15 - (enemynear(var(58)),AnimTime*(enemynear(var(58)),vel x))
triggerall =!InGuardDist
trigger1 = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || (stateno = [200,999]) && (stateno != [700,720]) && MOVETYPE != H

;-------------------------------------------------------------------------------

[State -1, �O���W�����v]
Type = ChangeState
value = var(57)
triggerall = var(59)
triggerall = !(alive = 0 || partner,sysfvar(3) = -2 || sysfvar(3) > 0)
triggerall = var(50) = 26
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = statetype != L
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
trigger1 = enemynear(var(58)),stateno >= 5000 && P2BodyDist x > 50
trigger1 = ctrl || (stateno = [120,149]) || stateno >= 5000 && time >= 10
trigger1 = var(57):= 99
trigger2 = power < 1000
trigger2 = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger2 = p2bodydist y = [-80-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)),0]
trigger2 = var(57):= 1800
trigger3 = power >= 1000
trigger3 = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger3 = p2bodydist y = [-60-floor(18*(enemynear(var(58)),vel y)+(18*(18+1)/2)*fvar(20)),0]
trigger3 = var(57):= ifelse(power >= 2000,3050,ifelse(random <= 500,3300,3000))
trigger4 = stateno = 99 && P2BodyDist x <= 30
trigger4 = var(57):= 22

;������������������������������������������������������������������������������������
;��ѓ���΍�
;������������������������������������������������������������������������������������

[State -1, FRoll]
type = ChangeState;ChangeState
value = 700
triggerall = var(59)
triggerall = palno %2 = 0
triggerall = HELPER(35002),VAR(59) != 1
triggerall = HELPER(35002),VAR(34) != 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = Random <= 100
triggerall = statetype != A
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),MoveType != H
triggerall = InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x >= 150
trigger1 = (Enemy,NumHelper > 0&&Enemy,NumHelper > Helper(32000),var(1))||Enemy,Numproj != 0
trigger1 = var(45) = 1
trigger1 = var(16):= 1

[State -1, FRoll]
type = ChangeState
value = 700
triggerall = var(59)
triggerall = palno %2 = 0
triggerall = HELPER(35002),VAR(59) != 1
triggerall = HELPER(35002),VAR(53) != 2
triggerall = HELPER(35002),VAR(34) != 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = Random <= 100
triggerall = statetype != A
triggerall = !enemynear(var(58)),Ctrl
triggerall = enemynear(var(58)),stateno >= 200
triggerall = enemynear(var(58)),MoveType != I
triggerall = enemynear(var(58)),MoveType != H
triggerall = enemynear(var(58)),StateType != A
triggerall = enemynear(var(58)),facing != facing
triggerall = InGuardDist && p2bodydist x <= 150
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = var(16):= 1
trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime > 33
trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime > 33
trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime > 33
trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime > 33
trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime > 33
trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime > 33
trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime > 33
trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime > 33
trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime > 33
trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime > 33
trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime > 33
trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime > 33
trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime > 33
trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime > 33
trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime > 33
trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime > 33
trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime > 33
trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime > 33
trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime > 33
trigger20 = enemynear(var(58)),AnimTime < -33

;�U������
[State -1, �U������]
type = ChangeState;ChangeState
value = 710
triggerall = var(59)
triggerall = palno %2 = 0
triggerall = HELPER(35002),VAR(59) != 1
triggerall = HELPER(35002),VAR(56) != 1
triggerall = HELPER(35002),VAR(34) != 1
triggerall = HELPER(35002),VAR(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = Random >= 900
triggerall = statetype != A
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),MoveType != H
triggerall = InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 115 || (stateno = [120,149])
trigger1 = P2bodydist X >= 150
trigger1 = (Enemy,NumHelper > 0&&Enemy,NumHelper > Helper(32000),var(1))||Enemy,Numproj != 0
trigger1 = var(45) = 1
trigger1 = var(16):= 1

[State -1, FRoll]
type = ChangeState
value = 710
triggerall = var(59)
triggerall = palno %2 = 0
triggerall = HELPER(35002),VAR(59) != 1
triggerall = HELPER(35002),VAR(56) != 1
triggerall = HELPER(35002),VAR(34) != 1
triggerall = HELPER(35002),VAR(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = Random >= 900
triggerall = statetype != A
triggerall = !enemynear(var(58)),Ctrl
triggerall = enemynear(var(58)),stateno >= 200
triggerall = enemynear(var(58)),MoveType != I
triggerall = enemynear(var(58)),MoveType != H
triggerall = enemynear(var(58)),StateType != A
triggerall = enemynear(var(58)),facing != facing
triggerall = InGuardDist && p2bodydist x <= 150
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = var(16):= 1
trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime = [34,44]
trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime = [34,44]
trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime = [34,44]
trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime = [34,44]
trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime = [34,44]
trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime = [34,44]
trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime = [34,44]
trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime = [34,44]
trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime = [34,44]
trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime = [34,44]
trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime = [34,44]
trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime = [34,44]
trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime = [34,44]
trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime = [34,44]
trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime = [34,44]
trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime = [34,44]
trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime = [34,44]
trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime = [34,44]
trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime = [34,44]
trigger20 = enemynear(var(58)),AnimTime = [-44,-34]

;�U������
[State -1, �U������]
type = ChangeState;ChangeState
value = 700
triggerall = var(59)
triggerall = palno %2 = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = Random <= 100
triggerall = enemynear(var(58)),stateno >= 1000
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),MoveType != H
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 115 || (stateno = [120,149])
triggerall = P2bodydist X >= 150
triggerall = var(16):= 1
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time >= (Helper(999), var(2) - 5) && enemynear(var(58)), Time <= Helper(999), var(2)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time >= (Helper(999), var(4) - 5) && enemynear(var(58)), Time <= Helper(999), var(4)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time >= (Helper(999), var(6) - 5) && enemynear(var(58)), Time <= Helper(999), var(6)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time >= (Helper(999), var(8) - 5) && enemynear(var(58)), Time <= Helper(999), var(8)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time >= (Helper(999), var(10) - 5) && enemynear(var(58)), Time <= Helper(999), var(10)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time >= (Helper(999), var(12) - 5) && enemynear(var(58)), Time <= Helper(999), var(12)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time >= (Helper(999), var(14) - 5) && enemynear(var(58)), Time <= Helper(999), var(14)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time >= (Helper(999), var(16) - 5) && enemynear(var(58)), Time <= Helper(999), var(16)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time >= (Helper(999), var(18) - 5) && enemynear(var(58)), Time <= Helper(999), var(18)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time >= (Helper(999), var(20) - 5) && enemynear(var(58)), Time <= Helper(999), var(20)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time >= (Helper(999), var(22) - 5) && enemynear(var(58)), Time <= Helper(999), var(22)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time >= (Helper(999), var(24) - 5) && enemynear(var(58)), Time <= Helper(999), var(24)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time >= (Helper(999), var(26) - 5) && enemynear(var(58)), Time <= Helper(999), var(26)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time >= (Helper(999), var(28) - 5) && enemynear(var(58)), Time <= Helper(999), var(28)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time >= (Helper(999), var(30) - 5) && enemynear(var(58)), Time <= Helper(999), var(30)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time >= (Helper(999), var(32) - 5) && enemynear(var(58)), Time <= Helper(999), var(32)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time >= (Helper(999), var(34) - 5) && enemynear(var(58)), Time <= Helper(999), var(34)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time >= (Helper(999), var(36) - 5) && enemynear(var(58)), Time <= Helper(999), var(36)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time >= (Helper(999), var(38) - 5) && enemynear(var(58)), Time <= Helper(999), var(38)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time >= (Helper(999), var(40) - 5) && enemynear(var(58)), Time <= Helper(999), var(40)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time >= (Helper(999), var(42) - 5) && enemynear(var(58)), Time <= Helper(999), var(42)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time >= (Helper(999), var(44) - 5) && enemynear(var(58)), Time <= Helper(999), var(44)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time >= (Helper(999), var(46) - 5) && enemynear(var(58)), Time <= Helper(999), var(46)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time >= (Helper(999), var(48) - 5) && enemynear(var(58)), Time <= Helper(999), var(48)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time >= (Helper(999), var(50) - 5) && enemynear(var(58)), Time <= Helper(999), var(50)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time >= (Helper(999), var(52) - 5) && enemynear(var(58)), Time <= Helper(999), var(52)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time >= (Helper(999), var(54) - 5) && enemynear(var(58)), Time <= Helper(999), var(54) 
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time >= (Helper(999), var(56) - 5) && enemynear(var(58)), Time <= Helper(999), var(56)

;�O�](��ѓ���΍�)
[State -1, FRoll]
type = ChangeState;ChangeState
value = var(57)
triggerall = var(59)
triggerall = palno %2 = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),MoveType != H
Triggerall = inguarddist || helper(31000+id),inguarddist || P2BodyDist X >= 100
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) 
triggerall = var(16):= 1
trigger1 = helper(24000 + id),var(57) = 3 && enemynear(var(58)),facing != facing && helper(24000 + id),var(54) = [-100,100]
trigger1 = var(57):= ifelse(P2bodydist X <= 100,710,700)

;�O�](��ѓ���΍�)
[State -1, FRoll]
type = ChangeState;ChangeState
value = ifelse(var(42) < 100,700,710)
triggerall = var(59)
triggerall = palno %2 = 0
triggerall = helper(35002),var(34) = 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),Time <= 5
Triggerall = inguarddist || helper(31000+id),inguarddist || P2BodyDist X >= 150
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) && time >= 1
triggerall = var(16):= 1
Trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(30)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(31)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(32)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(33)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(34)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(35)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(36)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(37)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(38)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(39)

;�O�](��ѓ���΍�)
[State -1, FRoll]
type = ChangeState;ChangeState
value = ifelse(var(42) <= 100,700,710)
triggerall = var(59)
triggerall = palno %2 = 0
triggerall = HELPER(35002),VAR(34) = 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),stateno >= 200
triggerall = enemynear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),Time <= 5 || HELPER(35002),FVAR(10) = 1 || HELPER(35002),FVAR(11) = 1
triggerall = (helper(24000 + id),var(57) = [1,2]) || helper(24000 + id),var(57) = 4
Triggerall = inguarddist || helper(31000+id),inguarddist || P2BodyDist X >= 150
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) && time >= 1
triggerall = var(16):= 1
Trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(10)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(11)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(12)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(13)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(14)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(15)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(16)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(17)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(18)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(19)
Trigger11 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(20)
Trigger12 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(21)
Trigger13 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(22)
Trigger14 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(23)
Trigger15 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(24)
Trigger16 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(25)
Trigger17 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(26)
Trigger18 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(27)
Trigger19 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(28)
Trigger20 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(29)

;�O�](��ѓ���΍�)
[State -1, FRoll]
type = ChangeState;ChangeState
value = ifelse(var(42) <= 100 || helper(35002),var(34) = 1 || helper(35002),var(56) = 1,700,710)
triggerall = var(59)
triggerall = palno %2 = 0
triggerall = helper(35002),var(59) != 1
triggerall = helper(35002),var(41) != 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(1))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(2))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(3))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(4))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(5))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(6))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(7))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(8))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(9))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(10))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(11))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(12))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(13))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(14))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(15))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(16))
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),MoveType != H
triggerall = helper(24000 + id),var(54) = [-150,150]
triggerall = (helper(24000 + id),var(57) = [1,2]) || helper(24000 + id),var(57) = 4
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) && time >= 1
triggerall = var(16):= 1
trigger1 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(1)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(2) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(2)
trigger2 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(3)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(4) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(4)
trigger3 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(5)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(6) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(6)
trigger4 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(7)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(8) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(8)
trigger5 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(9)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(10) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(10)
trigger6 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(11)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(12) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(12)
trigger7 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(13)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(14) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(14)
trigger8 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(15)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(16) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(16)
trigger9 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(17)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(18) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(18)
trigger10 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(19)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(20) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(20)
Trigger11 = HELPER(35002),FVAR(10) = 1 || HELPER(35002),FVAR(11) = 1
Trigger11 = inguarddist || helper(31000+id),inguarddist || P2BodyDist X >= 150
Trigger11 = random <= 500

;�O�](��ѓ���΍�)
[State -1, FRoll]
type = ChangeState;ChangeState
value = var(57)
triggerall = var(59) > 1
triggerall = helper(35002),var(59) != 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(1))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(2))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(3))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(4))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(5))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(6))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(7))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(8))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(9))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(10))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(11))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(12))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(13))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(14))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(15))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(16))
triggerall = enemynear(var(58)),MoveType != H
Triggerall = inguarddist || helper(31000+id),inguarddist
Triggerall = (helper(24000 + id),var(57) = 4 && helper(24000 + id),var(54) = [-100,75]) || ((helper(24000 + id),var(57) = [1,2]) && helper(24000 + id),var(54) = [-75,100])
triggerall = enemynear(var(58)),MoveType != A
triggerall = var(16):= 1
trigger1 = (stateno = [200,999]) && (stateno != [700,720]) && MOVETYPE != H 
trigger1 = var(57):= ifelse(random <= 500,ifelse(var(42) <= 100,700,710),120)

[State -3,��] AttackDist�����ʏ�Z���]
Type = ChangeState;ChangeState
value = IFELSE(VAR(42) < 100,700,ifelse(EnemyNear(var(58)),Time <= 5 && P2BodyDist X <= 100 && Enemynear(var(58)),facing != facing,105,ifelse(HELPER(35002),FVAR(10) = 1 || HELPER(35002),FVAR(11) = 1,710,21)))
triggerall = var(59)
triggerall = palno %2 = 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = enemynear(var(58)),stateno >= 200
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = helper(35002),var(55) = 0
TriggerAll = EnemyNear(var(58)),Time <= 5 || helper(24000+id),var(57) > 0 || enemynear(var(58)),NumProj
TriggerAll = ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
TriggerAll = !InGuardDist && !helper(31000+id),inguarddist
triggerall = var(16):= 1
Trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(10)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(11)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(12)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(13)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(14)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(15)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(16)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(17)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(18)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(19)
Trigger11 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(20)
Trigger12 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(21)
Trigger13 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(22)
Trigger14 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(23)
Trigger15 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(24)
Trigger16 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(25)
Trigger17 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(26)
Trigger18 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(27)
Trigger19 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(28)
Trigger20 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(29)
Trigger21 = EnemyNear(var(58)),Time <= 5 && P2BodyDist X <= 100
Trigger21 = Enemynear(var(58)),facing != facing

[State -3,��] AttackDist�����ʏ�Z���]
Type = ChangeState;ChangeState
value = 700
triggerall = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = enemynear(var(58)),stateno >= 200
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = (stateno = 150 || stateno = 151 || stateno = 152) && HitShakeOver && power >= 1000
TriggerAll = helper(35002),var(34) = 1
triggerall = var(16):= 2
Trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(10)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(11)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(12)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(13)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(14)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(15)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(16)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(17)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(18)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(19)
Trigger11 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(20)
Trigger12 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(21)
Trigger13 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(22)
Trigger14 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(23)
Trigger15 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(24)
Trigger16 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(25)
Trigger17 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(26)
Trigger18 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(27)
Trigger19 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(28)
Trigger20 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(29)

;���_�Œ�U?-------------------------------------------------------------------------------

[State -3,�o�b�N�X�e�b�v �����O��]
Type = ChangeState;ChangeState
Value = 120
triggerall = var(59) > 1
triggerall = helper(35002),var(56) != 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Enemynear(var(58)),stateno >= 200
TriggerAll = playerid(helper(33700+id),var(1)),stateno = fvar(0) || playerid(helper(33700+id),var(1)),stateno = fvar(1) || playerid(helper(33700+id),var(1)),stateno = fvar(2) || playerid(helper(33700+id),var(1)),stateno = fvar(3) || playerid(helper(33700+id),var(1)),stateno = fvar(4)
TriggerAll = (playerid(helper(33700+id),var(1)),stateno != [358000,358006]) && playerid(helper(33700+id),var(1)),stateno != 5150
TriggerAll = Movetype = A && stateno >= 200 || movetype = I
TriggerAll = Enemynear(var(58)),ctrl = 0
TriggerAll = Enemynear(var(58)),Movetype = A
trigger1 = ctrl || (StateNo = [120,149])
Trigger2 = (Stateno = [600,690]) && Random <= ifelse(var(59) > 2 && HELPER(35002),VAR(42) > 0 || HELPER(35002),VAR(53) = 1,1000,0)
Trigger3 = stateno = 330 && Random <= ifelse(var(59) > 2 && HELPER(35002),VAR(42) > 0 || HELPER(35002),VAR(53) = 1,1000,0)
IgnoreHitPause = 1

[State -3, ??�p]
Type = null;ChangeState
Value = 39
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist x < 200
Trigger1 = stateno = 100

[state -1]
Type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(4) = 10
TriggerAll = helper(35002),var(47) > 0
TriggerAll = RoundState >= 2
TriggerAll = StateType = A
TriggerAll = fvar(30) < 1
TriggerAll = Ctrl || StateNo = [120,149]
trigger1 = POS y = [-10-(7*(vel y)+(7*(7+1)/2)*fvar(30)),0]
trigger1 = var(57):= ifelse(RANDOM <= 500,610,320)

[state -1]
Type = ChangeState
value = 320
triggerall = var(59)
TriggerAll = var(4) = 1
TriggerAll = !var(44) && !var(29)
Triggerall = HELPER(35002),VAR(57) != 1
TriggerAll = RoundState = 2
TriggerAll = Vel X > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),stateno < 200
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = !target(10),statetype = A
TriggerAll = EnemyNear(var(58)),MoveType != H
triggerall = P2BodyDist X = [-30,15]
TriggerAll = Ctrl || StateNo = [120,149]
Trigger1 = (Vel Y = [-2,-1.5]) && (random <= ifelse(var(41) < 100,0,500) && helper(35002),var(51) = 1 || EnemyNear(var(58)),StateType = C)
Trigger1 = var(34):= 64111

[state -1]
Type = ChangeState
value = var(57)
triggerall = var(59)
triggerAll = helper(35002),var(57) != 1
triggerAll = vel x > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),stateno >= 200
TriggerAll = EnemyNear(var(58)),StateType != A 
TriggerAll = EnemyNear(var(58)),StateType != L 
TriggerAll = EnemyNear(var(58)),movetype != H 
Triggerall = P2Dist x > 15
TriggerAll = Ctrl || StateNo = [120,149]
Trigger1 = VEL Y > ifelse(var(4) = 0,2,-2)
Trigger1 = EnemyNear(var(58)),Movetype = A || EnemyNear(var(58)),stateno >= 1000
Trigger1 = EnemyNear(var(58)),animtime = -7 && P2BODYDIST X <= 100 || EnemyNear(var(58)),animtime = -10 && vel y > 0 && RANDOM <= ifelse(POS y <= -5-floor(10*(vel y)+(10*(10+1)/2)*fvar(30)),IFELSE(P2BODYDIST X > 100,1000,500),0)
trigger1 = var(57):= ifelse(EnemyNear(var(58)),animtime = -7,IFELSE(RANDOM <= 500 && vel y > 0,610,320),640)

[state -1]
Type = ChangeState
value = var(57)
triggerall = var(59)
triggerAll = helper(35002),var(57) != 1
triggerAll = vel x = 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),stateno >= 200
TriggerAll = EnemyNear(var(58)),StateType != A 
TriggerAll = EnemyNear(var(58)),StateType != L 
TriggerAll = EnemyNear(var(58)),movetype != H 
Triggerall = P2Dist x > 15
TriggerAll = Ctrl || StateNo = [120,149]
Trigger1 = VEL Y > 0
Trigger1 = EnemyNear(var(58)),Movetype = A || EnemyNear(var(58)),stateno >= 1000
Trigger1 = EnemyNear(var(58)),animtime = -8
trigger1 = var(57):= 640
Trigger2 = VEL Y > -2
Trigger2 = EnemyNear(var(58)),animtime = -10
trigger2 = var(57):= 640

[state -1]
Type = ChangeState;ChangeState
value = var(57)
triggerall = var(59)
TriggerAll = Vel X > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L || var(44)
TriggerAll = Ctrl || STATENO < 200 || StateNo = [120,149]
Trigger1 = (var(4) = [0,2])
trigger1 = POS y = [ifelse(var(4) = 0 && var(41) > 100,-20,-4)-(7*(vel y)+(7*(7+1)/2)*fvar(30)),0]
trigger1 = var(57):= ifelse(random <= 500 || var(4) = 0,610,320)
Trigger2 = (var(4) = [0,1]) && P2BodyDist X > ifelse(var(4) = 0,60,30) && !var(44)
trigger2 = POS y = [ifelse(var(4) = 0,-20,-2)-(10*(vel y)+(10*(10+1)/2)*fvar(30)),8-(10*(vel y)+(10*(10+1)/2)*fvar(30))]
trigger2 = var(57):= 640
Trigger3 = var(4) != 2 && vel y > -2 && p2dist x <= ifelse(var(4) = 0,30,15)
Trigger3 = EnemyNear(var(58)),StateType != A
Trigger3 = helper(35002),var(51) = 2 && var(4) = 0 || var(41) >= 100
trigger3 = POS y = [ifelse(var(4) = 0,-60,-40)-(7*(vel y)+(7*(7+1)/2)*fvar(30)),0]
trigger3 = var(57):= 320
Trigger4 = var(4) = 1 && vel y > -2 && p2dist x <= 15
Trigger4 = EnemyNear(var(58)),StateType = C
trigger4 = POS y = [-40-(7*(vel y)+(7*(7+1)/2)*fvar(30)),0]
trigger4 = var(57):= 320

[state -1]
Type = ChangeState
value = var(57);ifelse(POS y >= -4-floor(7*(vel y)+(7*(7+1)/2)*fvar(30)),320,ifelse((Vel Y = [-5,-4]),650,640))
triggerall = var(59)
TriggerAll = Vel X = 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L || var(44)
TriggerAll = Ctrl || StateNo = [120,149]
Trigger1 = var(4) = 1
trigger1 = POS y = [-4-(7*(vel y)+(7*(7+1)/2)*fvar(30)),0]
trigger1 = var(57):= 320
Trigger2 = var(4) = 1
trigger2 = random <= ifelse(p2dist x <= 15,0,ifelse(p2bodydist x > 30,1000,500))
trigger2 = POS y = [-2-(10*(vel y)+(10*(10+1)/2)*fvar(30)),8-(10*(vel y)+(10*(10+1)/2)*fvar(30))]
trigger2 = var(57):= 640
Trigger3 = (Vel Y = [-5.5,-4.5]) && var(4) = 1 && random <= ifelse(P2BodyDist X > 30 || P2Dist X <= 15,0,250) && var(50) != 14
trigger3 = var(57):= 650

[state -1]
Type = ChangeState
value = ifelse(POS y >= -4-floor(7*(vel y)+(7*(7+1)/2)*fvar(30)),ifelse(random <= 500 && P2BodyDist X > -30,610,320),640)
triggerall = var(59)
TriggerAll = Vel X < 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L || var(44)
TriggerAll = Ctrl || StateNo = [120,149]
Trigger1 = (var(4) = [0,2])
trigger1 = POS y = [-4-(7*(vel y)+(7*(7+1)/2)*fvar(30)),0]
Trigger2 = (var(4) = [0,2]) && P2Dist X > 15
trigger2 = POS y = [-2-(10*(vel y)+(10*(10+1)/2)*fvar(30)),8-(10*(vel y)+(10*(10+1)/2)*fvar(30))]

;�΂߃W�����v���L�b�N
[State -1, Jump Strong Kick]
type = ChangeState
value = 600
triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = ctrl || stateno = [120,149]
trigger1 = vel X < 0 && Vel Y < 0 && var(4) = 2 && time <= 2 && random <= 500
trigger1 = enemynear(var(58)),statetype != A && enemynear(var(58)),stateno < 200
trigger1 = P2BodyDist x = [-5,100]

[State -3, Stand Strong Punch]
type = ChangeState
value = IFELSE(RANDOM <= 500,320,610)
triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype = A
TriggerAll = vel x > 0
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),statetype = A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),facing != facing && helper(35002),var(41) = 0
triggerall = P2BodyDist X = [-100+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X)),30+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X))]
triggerall = P2BodyDist Y = [-60-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54),60-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54)]
triggerall = !EnemyNear(var(58)),MoveGuarded || EnemyNear(var(58)),MoveType = H
triggerall = !(EnemyNear(var(58)),power >= 1000 && EnemyNear(var(58)),StateNo < 200 && p2bodydist x <= 50)
Trigger1 = Ctrl || StateNo = [120,149]

[State -3, Stand Strong Punch]
type = ChangeState
value = 640
triggerall = var(59)
triggerall = Random <= ifelse(helper(35002),var(36) = 1,250,125)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype = A
TriggerAll = vel x < 0
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),statetype = A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),facing != facing
triggerall = P2BodyDist X = [-100+floor(10*(EnemyNear(floor(fvar(37))),vel X)+floor(10*vel X)),60+floor(10*(EnemyNear(floor(fvar(37))),vel X)+floor(10*vel X))]
triggerall = P2BodyDist Y = [-30-floor(10*(EnemyNear(floor(fvar(37))),vel Y)+(10*(10+1)/2)*fvar(30)-floor(10*vel Y)-(10*(10+1)/2)*0.54),30-floor(10*(EnemyNear(floor(fvar(37))),vel Y)+(10*(10+1)/2)*fvar(30)-floor(10*vel Y)-(10*(10+1)/2)*0.54)]
triggerall = !EnemyNear(var(58)),MoveGuarded || EnemyNear(var(58)),MoveType = H
triggerall = !(EnemyNear(var(58)),power >= 1000 && EnemyNear(var(58)),StateNo < 200 && p2bodydist x <= 50)
Trigger1 = Ctrl || StateNo = [120,149]

[State -3, Stand Strong Punch]
type = ChangeState
value = 600
triggerall = var(59)
triggerall = Random <= ifelse(helper(35002),var(36) = 1,250,125)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype = A
TriggerAll = vel x < 0
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),statetype = A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),facing != facing
triggerall = P2BodyDist X = [-100+floor(6*(EnemyNear(floor(fvar(37))),vel X)+floor(6*vel X)),60+floor(6*(EnemyNear(floor(fvar(37))),vel X)+floor(6*vel X))]
triggerall = P2BodyDist Y = [-30-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)-floor(6*vel Y)-(6*(6+1)/2)*0.54),30-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)-floor(6*vel Y)-(6*(6+1)/2)*0.54)]
triggerall = !EnemyNear(var(58)),MoveGuarded || EnemyNear(var(58)),MoveType = H
triggerall = !(EnemyNear(var(58)),power >= 1000 && EnemyNear(var(58)),StateNo < 200 && p2bodydist x <= 50)
Trigger1 = Ctrl || StateNo = [120,149]

[State -1, �O���W�����v(���i)]
type = ChangeState
value = IFELSE(p2bodydist x <= 30 && random <= 500,32,ifelse(p2bodydist x > 30 && random <= 500,39,34))
triggerall = var(59)
triggerall = var(33) = 0
triggerall = FVAR(18) = 0
Triggerall = HELPER(35002),VAR(56) != 1
Triggerall = HELPER(35002),VAR(57) != 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = StateType != A
triggerall = enemynear(var(58)),stateno < 200
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),movetype = I ;|| ((enemynear(var(58)),stateno = [120,159]) && random <= 150)
triggerall =!InGuardDist && !NumProj && !Numhelper(1000) && !Numhelper(1050)
triggerall = P2BodyDist x = [-5,140]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = random <= 100

[State -1, �O���W�����v(���i)]
type = ChangeState
value = 36
triggerall = var(59)
triggerall = var(33) = 0
triggerall = FVAR(18) = 0
Triggerall = HELPER(35002),VAR(56) != 1
Triggerall = HELPER(35002),VAR(57) != 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = StateType != A
triggerall = enemynear(var(58)),stateno < 200
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),movetype = I ;|| ((enemynear(var(58)),stateno = [120,159]) && random <= 150)
triggerall =!InGuardDist && !NumProj && !Numhelper(1000) && !Numhelper(1050)
triggerall = p2bodydist x = [100,175]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = random <= ifelse(helper(35002),var(36) = 1,100,10)

;?��--------------------------------------------------------------------------------

[State -1, RUN]
Type = ChangeState
Value = ifelse(helper(35002),Fvar(8) = 1,ifelse(random <= 500,32,39),ifelse(var(49) >= 18,IFELSE(VAR(42) < 100,ifelse(P2BodyDist x + var(42) < 30,105,60),60),ifelse(numtarget(650),ifelse(var(41) > 150,36,ifelse(p2bodydist x <= 25,39,34)),ifelse(var(41) > 150 && !(var(4) = 0 && stateno = 53) && p2bodydist x > 25 && random <= 500,36,ifelse(p2bodydist x <= 25 || p2bodydist x <= 50 && random <= 500,39,34)))))
TriggerAll = var(59) 
TriggerAll = var(49) > 5  
TriggerAll = RoundState = 2
TriggerAll = random <= 250 || numtarget(320) && var(49) >= 18
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),stateno != 5700
TriggerAll = EnemyNear(var(58)),stateno != [5000,5199]
TriggerAll =!InGuardDist
Trigger1 = stateno = 53 && time = 1 || (stateno = [200,490]) && animtime = 0

[State -3, RUN]
type = ChangeState
value = var(57)
triggerall = var(59)
triggerall = teammode = single || teammode = turns || (teammode = simul && partner,stateno = [358000,358004]) || partner,stateno = 5150
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = helper(1000),MoveContact = 1 && RANDOM <= 500
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),HitShakeOver = 0
triggerall = !inguarddist
triggerall = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 53 && Time >= 3) || STATENO = 100
triggerall = var(49) >= 12
trigger1 = enemynear(var(58)),stateno >= 5000
trigger1 = p2bodydist x <= 140
trigger1 = var(57):= 34
trigger2 = enemynear(var(58)),stateno = [150,159]
trigger2 = p2bodydist x <= 200
trigger2 = var(57):= ifelse(p2bodydist x <= 140 && random <= 500 || p2bodydist x <= 100 || var(41) <= 150,34,36)

[State -1, �o�b�N�X�e�b�v�^�n�C�W�����v �N���U�ߕ���]
type = ChangeState
value = 36
triggerall = var(59)
triggerall = helper(35002),var(57) != 1
triggerall = var(44)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = var(42) < 80 && BackEdgeBodyDist <= 20
trigger1 = enemynear(var(58)),statetype = L && p2bodydist X <= 80 && !Inguarddist
trigger1 = enemynear(var(58)),stateno != 5120

[State -1, ���Ⴊ�ݎ�L�b�N ���i�N���U��]
type = ChangeState
value = ifelse((enemynear(var(58)),animtime = [-22,-17]),39,430)
triggerall = var(59)
triggerall = var(44) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist x = [-5,30]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = 5693
trigger1 = enemynear(var(58)),animtime = [-22,-17]
trigger1 = var(33) > 0
trigger2 = enemynear(var(58)),animtime >= -3

[State -1, ���Ⴊ�ݎ�L�b�N ���i�N���U��]
type = null;ChangeState
value = 216
triggerall = var(59)
triggerall = var(44) = 4
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [-5,25]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = 5693
trigger1 = enemynear(var(58)),animtime = [-10,0]

[State -1, ���Ⴊ�ݎ�L�b�N ���i�N���U��]
type = ChangeState
value = ifelse(P2BodyDist X <= 25,39,34)
triggerall = var(59)
triggerall = var(44) != 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [-5,105]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = 5693
trigger1 = enemynear(var(58)),animtime >= -22

;?��-----------------------------------------------------------------------------

[State -1, Crouching Light Punch]
type = ChangeState
value = ifelse(P2BodyDist X <= 25,39,34)
triggerall = var(59)
triggerall = random <= ifelse(var(33) > 0 || helper(35002),var(59) = 1,500,1000)
triggerall = helper(35002),var(57) = 0
triggerall = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = enemynear(var(58)),animtime = -24
triggerall = enemynear(var(58)),facing = facing || helper(35002),var(38) = 1 || helper(35002),var(56) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = P2BodyDist X = [-25,150]

[State -1, Crouching Light Punch]
type = ChangeState
value = ifelse(P2BodyDist X <= 25,39,34)
triggerall = var(59)
triggerall = random <= ifelse(var(33) > 0 || helper(35002),var(59) = 1,500,1000)
triggerall = helper(35002),var(57) = 0
triggerall = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = enemynear(var(58)),facing = facing || helper(35002),var(38) = 1 || helper(35002),var(56) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = P2BodyDist X = [-25,150]
trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && enemynear(var(58)),animtime = (Helper(999), fvar(2) - 24)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && enemynear(var(58)),animtime = (Helper(999), fvar(4) - 24)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && enemynear(var(58)),animtime = (Helper(999), fvar(6) - 24)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && enemynear(var(58)),animtime = (Helper(999), fvar(8) - 24)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && enemynear(var(58)),animtime = (Helper(999), fvar(10) - 24)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && enemynear(var(58)),animtime = (Helper(999), fvar(12) - 24)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && enemynear(var(58)),animtime = (Helper(999), fvar(14) - 24)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && enemynear(var(58)),animtime = (Helper(999), fvar(16) - 24)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && enemynear(var(58)),animtime = (Helper(999), fvar(18) - 24)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && enemynear(var(58)),animtime = (Helper(999), fvar(20) - 24)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && enemynear(var(58)),animtime = (Helper(999), fvar(22) - 24)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && enemynear(var(58)),animtime = (Helper(999), fvar(24) - 24)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && enemynear(var(58)),animtime = (Helper(999), fvar(26) - 24)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && enemynear(var(58)),animtime = (Helper(999), fvar(28) - 24)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && enemynear(var(58)),animtime = (Helper(999), fvar(30) - 24)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && enemynear(var(58)),animtime = (Helper(999), fvar(32) - 24)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && enemynear(var(58)),animtime = (Helper(999), fvar(34) - 24)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && enemynear(var(58)),animtime = (Helper(999), fvar(36) - 24)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && enemynear(var(58)),animtime = (Helper(999), fvar(38) - 24)

[State -1, Crouching Light Punch]
type = ChangeState
value = 440
triggerall = var(59)
triggerall = var(27) != 1
triggerall = helper(35002),var(57) = 0
triggerall = helper(35002),var(56) = 0
triggerall = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = enemynear(var(58)),animtime = -12
triggerall = enemynear(var(58)),facing = facing || helper(35002),var(38) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = P2BodyDist X = [50,75]

[State -1, Crouching Light Punch]
type = ChangeState
value = 440
triggerall = var(59)
triggerall = var(27) != 1
triggerall = helper(35002),var(57) = 0
triggerall = helper(35002),var(56) = 0
triggerall = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = enemynear(var(58)),facing = facing || helper(35002),var(38) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = P2BodyDist X = [50,75]
trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && enemynear(var(58)),animtime = (Helper(999), fvar(2) - 12)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && enemynear(var(58)),animtime = (Helper(999), fvar(4) - 12)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && enemynear(var(58)),animtime = (Helper(999), fvar(6) - 12)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && enemynear(var(58)),animtime = (Helper(999), fvar(8) - 12)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && enemynear(var(58)),animtime = (Helper(999), fvar(10) - 12)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && enemynear(var(58)),animtime = (Helper(999), fvar(12) - 12)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && enemynear(var(58)),animtime = (Helper(999), fvar(14) - 12)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && enemynear(var(58)),animtime = (Helper(999), fvar(16) - 12)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && enemynear(var(58)),animtime = (Helper(999), fvar(18) - 12)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && enemynear(var(58)),animtime = (Helper(999), fvar(20) - 12)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && enemynear(var(58)),animtime = (Helper(999), fvar(22) - 12)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && enemynear(var(58)),animtime = (Helper(999), fvar(24) - 12)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && enemynear(var(58)),animtime = (Helper(999), fvar(26) - 12)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && enemynear(var(58)),animtime = (Helper(999), fvar(28) - 12)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && enemynear(var(58)),animtime = (Helper(999), fvar(30) - 12)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && enemynear(var(58)),animtime = (Helper(999), fvar(32) - 12)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && enemynear(var(58)),animtime = (Helper(999), fvar(34) - 12)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && enemynear(var(58)),animtime = (Helper(999), fvar(36) - 12)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && enemynear(var(58)),animtime = (Helper(999), fvar(38) - 12)

[State -1, Stand Strong Punch]
type = ChangeState
value = ifelse(p2bodydist X <= 15,205,ifelse(random <= 500,400,430))
triggerall = var(59)
triggerall = var(27) != 1
triggerall = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype != I
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = enemynear(var(58)),animtime = -4
triggerall =!InGuardDist || enemynear(var(58)),facing = facing || enemynear(var(58)),movetype = I || helper(35002),var(38) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 1105 || stateno = 1115 || (stateno = [120,149])
trigger1 = p2bodydist x = [-25,50]
trigger1 = VAR(34):= 20503

[State -1, Stand Strong Punch]
type = ChangeState
value = ifelse(p2bodydist X <= 15,205,ifelse(random <= 500,400,430))
triggerall = var(59)
triggerall = var(27) != 1
triggerall = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype != I
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = p2bodydist x = [-25,50]
triggerall =!InGuardDist || enemynear(var(58)),facing = facing || enemynear(var(58)),movetype = I || helper(35002),var(38) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 1105 || stateno = 1115 || (stateno = [120,149])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && enemynear(var(58)),animtime = (Helper(999), fvar(2) - 4)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && enemynear(var(58)),animtime = (Helper(999), fvar(4) - 4)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && enemynear(var(58)),animtime = (Helper(999), fvar(6) - 4)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && enemynear(var(58)),animtime = (Helper(999), fvar(8) - 4)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && enemynear(var(58)),animtime = (Helper(999), fvar(10) - 4)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && enemynear(var(58)),animtime = (Helper(999), fvar(12) - 4)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && enemynear(var(58)),animtime = (Helper(999), fvar(14) - 4)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && enemynear(var(58)),animtime = (Helper(999), fvar(16) - 4)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && enemynear(var(58)),animtime = (Helper(999), fvar(18) - 4)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && enemynear(var(58)),animtime = (Helper(999), fvar(20) - 4)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && enemynear(var(58)),animtime = (Helper(999), fvar(22) - 4)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && enemynear(var(58)),animtime = (Helper(999), fvar(24) - 4)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && enemynear(var(58)),animtime = (Helper(999), fvar(26) - 4)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && enemynear(var(58)),animtime = (Helper(999), fvar(28) - 4)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && enemynear(var(58)),animtime = (Helper(999), fvar(30) - 4)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && enemynear(var(58)),animtime = (Helper(999), fvar(32) - 4)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && enemynear(var(58)),animtime = (Helper(999), fvar(34) - 4)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && enemynear(var(58)),animtime = (Helper(999), fvar(36) - 4)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && enemynear(var(58)),animtime = (Helper(999), fvar(38) - 4)

[State -1, Stand Strong Punch]
type = ChangeState;ChangeState
value = 215
triggerall = var(59)
triggerall = var(27) != 1
triggerall = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = enemynear(var(58)),animtime = -3
triggerall =!InGuardDist || enemynear(var(58)),facing = facing || enemynear(var(58)),movetype = I || helper(35002),var(38) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || stateno = 1105 || stateno = 1115 || (stateno = [120,149])
trigger1 = P2BodyDist x = [-25,25]
trigger1 = VAR(34):= 21501

[State -1, Stand Strong Punch]
type = ChangeState;ChangeState
value = 215
triggerall = var(59)
triggerall = var(27) != 1
triggerall = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = P2BodyDist x = [-25,25]
triggerall =!InGuardDist || enemynear(var(58)),facing = facing || enemynear(var(58)),movetype = I || helper(35002),var(38) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || stateno = 1105 || stateno = 1115 || (stateno = [120,149])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && enemynear(var(58)),animtime = (Helper(999), fvar(2) - 3)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && enemynear(var(58)),animtime = (Helper(999), fvar(4) - 3)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && enemynear(var(58)),animtime = (Helper(999), fvar(6) - 3)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && enemynear(var(58)),animtime = (Helper(999), fvar(8) - 3)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && enemynear(var(58)),animtime = (Helper(999), fvar(10) - 3)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && enemynear(var(58)),animtime = (Helper(999), fvar(12) - 3)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && enemynear(var(58)),animtime = (Helper(999), fvar(14) - 3)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && enemynear(var(58)),animtime = (Helper(999), fvar(16) - 3)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && enemynear(var(58)),animtime = (Helper(999), fvar(18) - 3)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && enemynear(var(58)),animtime = (Helper(999), fvar(20) - 3)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && enemynear(var(58)),animtime = (Helper(999), fvar(22) - 3)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && enemynear(var(58)),animtime = (Helper(999), fvar(24) - 3)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && enemynear(var(58)),animtime = (Helper(999), fvar(26) - 3)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && enemynear(var(58)),animtime = (Helper(999), fvar(28) - 3)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && enemynear(var(58)),animtime = (Helper(999), fvar(30) - 3)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && enemynear(var(58)),animtime = (Helper(999), fvar(32) - 3)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && enemynear(var(58)),animtime = (Helper(999), fvar(34) - 3)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && enemynear(var(58)),animtime = (Helper(999), fvar(36) - 3)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && enemynear(var(58)),animtime = (Helper(999), fvar(38) - 3)

[State -1, Stand Strong Punch]
type = ChangeState;ChangeState
value = 310
triggerall = var(59)
triggerall = var(27) != 1
triggerall = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
triggerall = helper(35002),var(42) = 0 && enemynear(var(58)),movetype = I || enemynear(var(58)),movetype != I
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = enemynear(var(58)),animtime = -3
triggerall =!InGuardDist || enemynear(var(58)),facing = facing || helper(35002),var(38) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || stateno = 1105 || stateno = 1115 || (stateno = [120,149])
trigger1 = P2BodyDist x = [50,75]
trigger1 = VAR(34):= 21503

[State -1, Stand Strong Punch]
type = ChangeState;ChangeState
value = 310
triggerall = var(59)
triggerall = var(27) != 1
triggerall = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
triggerall = helper(35002),var(42) = 0 && enemynear(var(58)),movetype = I || enemynear(var(58)),movetype != I
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = P2BodyDist x = [50,75]
triggerall =!InGuardDist || enemynear(var(58)),facing = facing || helper(35002),var(38) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || stateno = 1105 || stateno = 1115 || (stateno = [120,149])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && enemynear(var(58)),animtime = (Helper(999), fvar(2) - 3)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && enemynear(var(58)),animtime = (Helper(999), fvar(4) - 3)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && enemynear(var(58)),animtime = (Helper(999), fvar(6) - 3)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && enemynear(var(58)),animtime = (Helper(999), fvar(8) - 3)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && enemynear(var(58)),animtime = (Helper(999), fvar(10) - 3)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && enemynear(var(58)),animtime = (Helper(999), fvar(12) - 3)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && enemynear(var(58)),animtime = (Helper(999), fvar(14) - 3)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && enemynear(var(58)),animtime = (Helper(999), fvar(16) - 3)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && enemynear(var(58)),animtime = (Helper(999), fvar(18) - 3)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && enemynear(var(58)),animtime = (Helper(999), fvar(20) - 3)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && enemynear(var(58)),animtime = (Helper(999), fvar(22) - 3)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && enemynear(var(58)),animtime = (Helper(999), fvar(24) - 3)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && enemynear(var(58)),animtime = (Helper(999), fvar(26) - 3)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && enemynear(var(58)),animtime = (Helper(999), fvar(28) - 3)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && enemynear(var(58)),animtime = (Helper(999), fvar(30) - 3)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && enemynear(var(58)),animtime = (Helper(999), fvar(32) - 3)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && enemynear(var(58)),animtime = (Helper(999), fvar(34) - 3)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && enemynear(var(58)),animtime = (Helper(999), fvar(36) - 3)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && enemynear(var(58)),animtime = (Helper(999), fvar(38) - 3)

[State -1, Stand Strong Punch]
type = ChangeState;ChangeState
Value = ifelse(var(42) < 200,805,800)
triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = var(27) != 1
TriggerALL = HELPER(35002),VAR(55) = 0
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),movetype != I
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = enemynear(var(58)),animtime = -1
triggerall =!InGuardDist || enemynear(var(58)),facing = facing || (PrevStateNo = [120,155]) || (prevstateno = [700,720]) || helper(35002),var(38) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [-25,25]
trigger1 = VAR(34):= 21501

[State -1, Stand Strong Punch]
type = ChangeState;ChangeState
Value = ifelse(var(42) < 200,805,800)
triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = var(27) != 1
TriggerALL = HELPER(35002),VAR(55) = 0
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),movetype != I
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno >= 200
triggerall = p2bodydist x = [-25,25]
triggerall =!InGuardDist || enemynear(var(58)),facing = facing || (PrevStateNo = [120,155]) || (prevstateno = [700,720]) || helper(35002),var(38) = 1 || helper(35002),var(59) = 1
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && enemynear(var(58)),animtime = (Helper(999), fvar(2) - 1)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && enemynear(var(58)),animtime = (Helper(999), fvar(4) - 1)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && enemynear(var(58)),animtime = (Helper(999), fvar(6) - 1)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && enemynear(var(58)),animtime = (Helper(999), fvar(8) - 1)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && enemynear(var(58)),animtime = (Helper(999), fvar(10) - 1)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && enemynear(var(58)),animtime = (Helper(999), fvar(12) - 1)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && enemynear(var(58)),animtime = (Helper(999), fvar(14) - 1)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && enemynear(var(58)),animtime = (Helper(999), fvar(16) - 1)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && enemynear(var(58)),animtime = (Helper(999), fvar(18) - 1)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && enemynear(var(58)),animtime = (Helper(999), fvar(20) - 1)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && enemynear(var(58)),animtime = (Helper(999), fvar(22) - 1)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && enemynear(var(58)),animtime = (Helper(999), fvar(24) - 1)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && enemynear(var(58)),animtime = (Helper(999), fvar(26) - 1)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && enemynear(var(58)),animtime = (Helper(999), fvar(28) - 1)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && enemynear(var(58)),animtime = (Helper(999), fvar(30) - 1)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && enemynear(var(58)),animtime = (Helper(999), fvar(32) - 1)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && enemynear(var(58)),animtime = (Helper(999), fvar(34) - 1)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && enemynear(var(58)),animtime = (Helper(999), fvar(36) - 1)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && enemynear(var(58)),animtime = (Helper(999), fvar(38) - 1)

[State -1, Crouching Light Kick]
type = ChangeState
value = 235
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = var(27) != 1
triggerall = helper(35002),var(57) != 1
triggerall = helper(35002),var(56) != 1
triggerall = helper(35002),var(34) != 1
TriggerALL = HELPER(35002),VAR(55) = 0 || enemynear(var(58)),facing = facing
triggerall = !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME = [-15,-7]))
triggerall = !(enemynear(var(58)),facing = facing && enemynear(var(58)),statetype = A)
triggerall = ctrl || stateno = 20 || stateno = 21 || stateno = 22 || stateno = 100
triggerall = P2BodyDist X = [-15,15]
triggerall = P2BodyDist Y >= 0--floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(20))
triggerall = P2statetype != L
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = P2movetype != A
triggerall = !InGuardDist
Trigger1 = Random >= ifelse(P2stateno >= 1000,750,ifelse(helper(35002),var(36) = 1,875,0))
trigger1 = VAR(34):= 40003

[State -1, Crouching Light Punch]
type = ChangeState
value = ifelse(Random <= 333 && P2BodyDist X <= 15,205,ifelse(P2BodyDist X <= 35 && random <= 500,400,ifelse(P2BodyDist X <= 60 && random <= 500,210,1000)))
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = var(27) != 1
triggerall = helper(35002),var(57) != 1
triggerall = helper(35002),var(56) != 1
triggerall = helper(35002),var(34) != 1
TriggerALL = HELPER(35002),VAR(55) = 0 || enemynear(var(58)),facing = facing
triggerall = !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME = [-12,-5]))
triggerall = !(enemynear(var(58)),facing = facing && enemynear(var(58)),statetype = A)
triggerall = ctrl || stateno = 20 || stateno = 21 || stateno = 22 || stateno = 100
triggerall = P2BodyDist X = [-5+floor(4*(EnemyNear(floor(fvar(37))),vel X)),ifelse(75+floor(4*(EnemyNear(floor(fvar(37))),vel X)) <= 40, 75+floor(4*(EnemyNear(floor(fvar(37))),vel X)), 40)]
triggerall = numprojID(1000) = 0
triggerall = P2BodyDist Y = [-10-floor(4*(EnemyNear(floor(fvar(37))),vel Y)+(4*(4+1)/2)*fvar(20)),0-floor(4*(EnemyNear(floor(fvar(37))),vel Y)+(4*(4+1)/2)*fvar(20))]
triggerall = P2statetype != L
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= ifelse(P2stateno >= 1000 && P2BodyDist X <= 50,ifelse(P2BodyDist X <= 25,500,250),ifelse(helper(35002),var(36) = 1,125,0))
trigger1 = VAR(34):= 40002

[State -1, Crouching Light Kick]
type = ChangeState
value = 310
triggerall = var(59)
TriggerAll = !(EnemyNear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || EnemyNear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing)
Triggerall = HELPER(35002),VAR(57) = 1
triggerall = helper(35002),var(42) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X <= 60
triggerall = enemynear(var(58)),animtime >= -2 && P2BodyDist X >= 25 && helper(35002),var(42) = 0
triggerall = !InGuardDist
Trigger1 = Random <= 1000

[State -1, Crouching Light Kick]
type = ChangeState
value = ifelse(Random <= 500 && P2BodyDist X <= 15,ifelse(random <= 666,ifelse(random <= 500,205,235),215),ifelse(random <= 500,400,430))
triggerall = var(59)
Triggerall = HELPER(35002),VAR(57) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20 || stateno = 21 || stateno = 22 || stateno = 100
triggerall = (enemynear(var(58)),animtime = [-3,0]) && P2BodyDist X = [-5,50]
triggerall = !InGuardDist
Trigger1 = Random <= 1000

[State -1, Crouching Light Kick]
type = ChangeState
value = ifelse((enemynear(var(58)),animtime = [-12,-10]),1600,1700)
triggerall = var(59)
Triggerall = var(41) > 100
TriggerAll = !(EnemyNear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || EnemyNear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing)
Triggerall = HELPER(35002),VAR(57) = 1
Triggerall = helper(35002),var(42) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20 || stateno = 21 || stateno = 22 || stateno = 100
triggerall = P2BodyDist X = [70+floor(15*(EnemyNear(floor(fvar(37))),vel X)),100]
triggerall = (enemynear(var(58)),animtime = [-12,-10]) && random >= 900 || (enemynear(var(58)),animtime = [-20,-17]) && random <= 100
triggerall = !InGuardDist
Trigger1 = Random <= 1000
trigger1 = VAR(34):= 43007

[State -1, Crouching Light Kick]
type = ChangeState;ChangeState
value = ifelse(random <= 500,400,430)
triggerall = var(59)
triggerall = fvar(18) > -1
Triggerall = HELPER(35002),VAR(57) != 1
triggerall = numtarget
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20 || stateno = 21 || stateno = 22 || stateno = 100
triggerall = P2BodyDist x = [-5,50]
triggerall = P2BodyDist Y >= 0
triggerall = P2statetype != L
triggerall = P2movetype = H
triggerall = P2statetype != A
triggerall = p2STATENO != [5000,5201]
triggerall = p2STATENO != 5700
triggerall = !InGuardDist
Trigger1 = Random <= 100
trigger1 = VAR(34):= 40004

[State -1, Crouching Light Kick]
type = ChangeState
value = ifelse(random <= 500,ifelse(random <= 500,205,235),ifelse(random <= 500,245,215))
triggerall = var(59)
triggerall = fvar(18) = 0
triggerall = numtarget || !numtarget && var(49) <= 10
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20 || stateno = 21 || stateno = 22 || stateno = 100
triggerall = P2BodyDist x = [-5,25]
triggerall = P2BodyDist Y >= 0
triggerall = P2statetype != L
triggerall = P2movetype = H
triggerall = P2statetype != A
triggerall = p2STATENO != [5000,5201]
triggerall = p2STATENO != 5700
triggerall = !InGuardDist
Trigger1 = Random <= 1000
trigger1 = VAR(34):= 40005

[State -1, Standing Strong Kick]
type = ChangeState;ChangeState
value = 39
triggerall = var(59)
triggerall = helper(35002),var(44) <= 2
triggerall = EnemyNear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || EnemyNear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing || var(41) <= 150
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22])|| (stateno = [100,101]) || stateno = 53 || (stateno = [120,149])
triggerall = P2BodyDist X = [-30,30]
triggerall = p2bodydist y = [0-floor(18*(enemynear(var(58)),vel y)+(18*(18+1)/2)*fvar(20)),0]
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = TARGET(10),statetype = A
Trigger1 = Random <= 1000

[State -1, Standing Strong Kick]
type = ChangeState;ChangeState
value = 32
triggerall = var(59)
triggerall = var(41) > 150
triggerall = helper(35002),var(44) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22])|| (stateno = [100,101]) || stateno = 53 || (stateno = [120,149])
triggerall = P2BodyDist X = [-30,30]
triggerall = p2bodydist y = [0-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20)),0]
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = TARGET(10),statetype = A
Trigger1 = Random <= 1000

[State -1, Standing Strong Kick]
type = ChangeState;ChangeState
value = 34
triggerall = var(59)
triggerall = var(41) > 150
triggerall = helper(35002),var(44) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22])|| (stateno = [100,101]) || stateno = 53 || (stateno = [120,149])
triggerall = P2BodyDist X = [-30,100]
triggerall = p2bodydist y = [0-floor(19*(enemynear(var(58)),vel y)+(19*(19+1)/2)*fvar(20)),0]
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = TARGET(10),statetype = A
Trigger1 = Random <= 1000

[State -1, Standing Strong Kick]
type = ChangeState
value = 310
triggerall = var(59)
triggerall = helper(35002),var(45) = 0
TriggerALL = HELPER(35002),VAR(55) = 0 || enemynear(var(58)),facing = facing
triggerall = helper(35002),var(42) = 0
triggerall = helper(35002),var(57) != 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22])|| (stateno = [100,101]) || stateno = 53 || (stateno = [120,149])
triggerall = P2BodyDist X = [50,70]
triggerall = (p2bodydist y = [0-floor(2*(enemynear(var(58)),vel y)+(2*(2+1)/2)*fvar(20)),0]) && enemynear(var(58)),vel y > 0 || enemynear(var(58)),animtime = -2 && enemynear(var(58)),vel y = 0
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H || (enemynear(var(58)),stateno = [120,159])
triggerall = helper(35002),var(41) > 0 || enemynear(var(58)),facing != facing && !inguarddist || enemynear(var(58)),facing = facing && !helper(31000+id),inguarddist
Trigger1 = Random <= ifelse(helper(35002),var(59) > 0 || helper(35002),var(38) > 0 || (enemynear(var(58)),stateno = [120,159]),1000,100)
trigger1 = VAR(34):= 43002

[State -1, Standing Strong Kick]
type = ChangeState
value = 430
triggerall = var(59)
triggerall = helper(35002),var(57) != 1
TriggerALL = HELPER(35002),VAR(55) = 0 || enemynear(var(58)),facing = facing
triggerall = helper(35002),var(45) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22])|| (stateno = [100,101]) || stateno = 53 || (stateno = [120,149])
triggerall = P2BodyDist X = [-50,50]
triggerall = (p2bodydist y = [0-floor(3*(enemynear(var(58)),vel y)+(3*(3+1)/2)*fvar(20)),200]) && enemynear(var(58)),vel y > 0 || enemynear(var(58)),animtime = -4 && enemynear(var(58)),vel y = 0
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H || (enemynear(var(58)),stateno = [120,159])
triggerall = helper(35002),var(41) > 0 || enemynear(var(58)),facing != facing && !inguarddist || enemynear(var(58)),facing = facing && !helper(31000+id),inguarddist
Trigger1 = Random <= ifelse(helper(35002),var(59) > 0 || helper(35002),var(38) > 0 || (enemynear(var(58)),stateno = [120,159]),1000,100)
trigger1 = VAR(34):= 43001

[State -1, Standing Strong Kick]
type = ChangeState
value = 430
triggerall = var(59)
triggerall = helper(35002),var(57) != 1
TriggerALL = HELPER(35002),VAR(55) = 0 || enemynear(var(58)),facing = facing
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22])|| (stateno = [100,101]) || stateno = 53 || (stateno = [120,149])
triggerall = P2BodyDist X = [-50,50]
triggerall = p2bodydist y = [0-floor(1*(enemynear(var(58)),vel y)+(1*(1+1)/2)*fvar(20)),200]
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && (enemynear(var(58)),stateno = [290,293])
triggerall = enemynear(var(58)),facing != facing && !inguarddist || enemynear(var(58)),facing = facing && !helper(31000+id),inguarddist
Trigger1 = Random <= 1000
trigger1 = VAR(34):= 43001

[State -1, Standing Strong Kick]
type = ChangeState
value = 34
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 53 || (stateno = [120,149]) || (stateno = [151,159]) && HitShakeOver = 1 && time >= 15
triggerall = P2BodyDist X = [25,ifelse(enemynear(var(58)),facing = facing && enemynear(var(58)),vel x > 2 && var(41) > 150,100,150)]
triggerall = (p2bodydist y = [0-floor(23*(enemynear(var(58)),vel y)+(23*(23+1)/2)*fvar(20)),115-floor(23*(enemynear(var(58)),vel y)+(23*(23+1)/2)*fvar(20))]) && enemynear(var(58)),vel y > 0 || enemynear(var(58)),animtime = -23 && enemynear(var(58)),vel y = 0
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MOVEtype != H
triggerall = enemynear(var(58)),stateno >= 1000
triggerall = helper(35002),var(41) > 0 || enemynear(var(58)),facing = facing && helper(31000+id),inguarddist
Trigger1 = Random <= ifelse(helper(35002),var(59) > 0 || helper(35002),var(38) > 0,1000,100)
trigger1 = VAR(34):= 43007

[State -1, Standing Strong Kick]
type = ChangeState;ChangeState
value = 100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [151,159]) && HitShakeOver = 1 && time >= 15
triggerall = P2BodyDist X = [50,150]
triggerall = (p2bodydist y = [115-floor(23*(enemynear(var(58)),vel y)+(23*(23+1)/2)*fvar(20)),0]) && enemynear(var(58)),vel y >= 0 || enemynear(var(58)),animtime > -23 && enemynear(var(58)),vel y = 0
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MOVEtype != H
triggerall = enemynear(var(58)),stateno >= 1000
triggerall = helper(35002),var(41) > 0
Trigger1 = Random <= 1000
trigger1 = VAR(34):= 43007

;�S�d��----------------------------------------------------------------------------------------
;�_�b�V��(���˂�)
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
TriggerAll =!InGuardDist && !helper(31000+id),inguarddist
Triggerall = P2BodyDist X > 0
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [120,149])
trigger1 = p2bodydist x > 120 || enemynear(var(58)),facing = facing
trigger1 = enemynear(var(58)),statetype = A
trigger1 = enemynear(var(58)),MoveType = A
trigger1 = !enemynear(var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
trigger1 = enemynear(var(58)),Time >= 60
trigger1 = var(34):= 10001
trigger2 = enemynear(var(58)),MoveType != H
trigger2 = enemynear(var(58)),StateType = A
trigger2 = !enemynear(var(58)),Ctrl
trigger2 = enemynear(var(58)),facing = facing
trigger2 = var(34):= 10002
Trigger3 = EnemyNear(var(58)),MoveType != H
Trigger3 = EnemyNear(var(58)),StateType != A
Trigger3 = !EnemyNear(var(58)),Ctrl
Trigger3 = EnemyNear(var(58)),facing = facing
Trigger3 = EnemyNear(var(58)),HitDefAttr = SC, NA, SA, HA
trigger3 = var(34):= 10003

;bc?�i---------------------------------------------------------------------------

[State -1, �N�C�b�NMAX]
type = ChangeState
value = 751
triggerall = var(59)
triggerall = power >= 2000 && var(40) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = EnemyNear(var(58)),LIFE>LIFEMAX/3
triggerall = movehit
trigger1 = stateno = 310 && (movehit = 1 && random <= 500 || hitcount = 2 || movehit = 1 && P2BodyDist X > 40)
trigger2 = stateno = 240 

[State -1, MAX����]
type = ChangeState
value = 750
Triggerall = var(59)
triggerall = var(50) = 1
triggerall = power >= 1000 && var(40) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = VAR(41) <= 100
trigger1 = stateno = 1105

[State -1, Stand Strong Punch]
type = ChangeState
value = 310
triggerall = var(59)
triggerall = P2bodydist X <= 30 || var(49) <= 3
triggerall = statetype != A
triggerall = var(40)
trigger1 = var(49) <= 6
trigger1 = stateno = 99
trigger1 = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L

[State -1, bc1]
type = ChangeState;ChangeState
value = var(57)
triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = var(40) > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno >= 5000
trigger1 = stateno = 310 && movehit || stateno = 245 && movehit || stateno = 215 && movehit
trigger1 = var(57):= 1700
trigger2 = stateno = 1405 && movehit || stateno = 1600 && movehit || stateno = 1710 && movehit || stateno = 2110 && movehit
trigger2 = var(40) < 300
trigger2 = var(57):= ifelse(var(40) < 150,ifelse(power >= 1000,IFELSE(RANDOM<=500,3250,4300),ifelse(random<=666,ifelse(random<=500,3800,3300),3200)),IFELSE(stateno = 1405 && VAR(40) > 150,2110,1400))
trigger3 = stateno = 1710 && movehit
trigger3 = var(57):= IFELSE(STATENO = 1710 && VAR(40) < 400,1400,1600)
trigger4 = stateno = 1600 && movehit
trigger4 = var(57):= IFELSE(VAR(41) < 200 && RANDOM<=500 && PREVSTATENO = 1710,1605,1700)
trigger5 = stateno = 1700 && movehit
trigger5 = var(57):= 1710

[State -1, bc2]
type = ChangeState;ChangeState
value = var(57)
triggerall = var(59)
triggerall = VAR(50) != 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = var(40) > 0
triggerall = var(41) <= 200
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
trigger1 = stateno = 310 && movehit || stateno = 245 && movehit || stateno = 215 && movehit
trigger1 = var(57):= 1700
trigger2 = stateno = 1110 && movehit || STATENO = 2110 && movehit
trigger2 = var(40) < 300
trigger2 = var(57):= IFELSE(var(40) < 150,ifelse(power >= 1000,3050,ifelse(random<=666,ifelse(random<=500,3700,3300),3000)),IFELSE(power >= 1000 && RANDOM<=500,4300,2110))
trigger3 = stateno = 1700 && movehit 
trigger3 = var(57):= 1710
trigger4 = stateno = 1710 && movehit = 2
trigger4 = var(57):= 1600
trigger5 = stateno = 1600 && movehit && enemynear(var(58)),statetype != A
trigger5 = var(57):= 1605
trigger6 = stateno = 1605 && movehit = 2
trigger6 = var(57):= 2100
trigger7 = target(2101),statetype = A
trigger7 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,149]) || stateno = 2101 && time >= 10
trigger7 = p2bodydist y = [-30-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)),300-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20))]
trigger7 = var(57):= 1600
trigger8 = target(1600),statetype = A
trigger8 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,149]) || stateno = 1600 && TIME >= 10
trigger8 = p2bodydist y = [-10-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20)),200-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20))]
trigger8 = var(57):= 1110

[State -1, bc3]
type = ChangeState;ChangeState
value = var(57)
triggerall = var(59)
triggerall = VAR(50) = 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = var(40) > 0
triggerall = var(41) <= 200
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
trigger1 = target(1211),statetype = A || target(1600),statetype = A
trigger1 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = p2bodydist y = [-10-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20)),200-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20))]
trigger1 = var(57):= 1110
trigger2 = stateno = 1110 && movehit >= 2
trigger2 = var(57):= IFELSE(VAR(40) > 200,1600,ifelse(power >= 1000,IFELSE(RANDOM<=500,4300,3050),ifelse(random<=666,ifelse(random<=500,3700,3300),3000))) 
trigger3 = stateno = 1600 && TIME >= 10 && target(1110),statetype = A
trigger3 = p2bodydist y = [-10-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20)),200-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20))]
trigger3 = var(57):= 1605
trigger4 = stateno = 1605 && movehit = 2
trigger4 = var(57):= 1700
trigger5 = stateno = 1700 && TIME >= 10 && target(1605),statetype = A
trigger5 = p2bodydist y = [-10-floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20)),200-floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20))]
trigger5 = var(57):= 1710
trigger6 = stateno = 1710 && movehit = 2
trigger6 = var(57):= 2100
trigger7 = target(2101),statetype = A
trigger7 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,149]) || stateno = 2101 && time >= 10
trigger7 = p2bodydist y = [-30-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)),30-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20))]
trigger7 = var(57):= 1600

;ab-------------------------------------------------------------------------------

[State -1, BB]
Type = ChangeState
Value = ifelse(var(41) <= 100,710,700)
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = roundstate = 2 && EnemyNear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = StateNo = 5120 && AnimTime = [-1,0]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) = [0,80]
TriggerAll = var(16):= 1
trigger1 = Random <= 10|| Life <= lifemax/3 && Random <= 100
trigger1 = var(34):= 70022

[State -1, GCFRoll]
type = ChangeState
value = 700
triggerall = var(59) 
triggerall = RoundState = 2
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(0)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(2)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(4)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(6)
triggerall = power >= 1000
triggerall = Random <= 125||helper(35002),var(40) >= 10
triggerall = StateType != A
TriggerAll = EnemyNear(var(58)),facing != facing
triggerall = (stateno = 150 || stateno = 151 || stateno = 152) && HitShakeOver
triggerall = P2BodyDist X = [-5,100]
triggerall = enemynear(var(58)),StateNo >= 200
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),MoveType = A
triggerall = var(16):= 2
trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime > 33
trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime > 33
trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime > 33
trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime > 33
trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime > 33
trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime > 33
trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime > 33
trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime > 33
trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime > 33
trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime > 33
trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime > 33
trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime > 33
trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime > 33
trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime > 33
trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime > 33
trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime > 33
trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime > 33
trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime > 33
trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime > 33
trigger20 = enemynear(var(58)),AnimTime < -33

[State -1, GC_Q]
type = ChangeState
value = ifelse(helper(35002),var(34) = 1,700,ifelse(EnemyNear(var(58)),vel x > 2 && EnemyNear(var(58)),vel y < -4,IFELSE(VAR(42) < 100,700,ifelse(EnemyNear(var(58)),vel x < 4 && random <= 500,700,710)),700))
triggerall = var(59)
triggerall = helper(35002),var(45) = 0
triggerall = roundstate = 2
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(0)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(2)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(4)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(6)
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = Random <= 125||helper(35002),var(40) >= 10
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),StateNo >= 1000
triggerall = !EnemyNear(var(58)),Ctrl 
TriggerAll = EnemyNear(var(58)),facing != facing
triggerall = (stateno = 150 || stateno = 151 || stateno = 152) && HitShakeOver
trigger1 = helper(35002),var(34) = 1 && var(41) > 150
trigger1 = P2BodyDist x = [-5,100]
trigger1 = var(16):= 2
trigger2 = helper(35002),var(41) = 1 && EnemyNear(var(58)),vel y < -2
trigger2 = p2bodydist y = [-30,0]
trigger2 = var(16):= 2

[State -1, GC_Q]
type = ChangeState
value = ifelse(helper(35002),var(34) = 1,710,ifelse(EnemyNear(var(58)),vel x > 2 && EnemyNear(var(58)),vel y < -4,IFELSE(VAR(41) < 100,710,ifelse(EnemyNear(var(58)),vel x < 4 && random <= 500,710,700)),710))
triggerall = var(59)
triggerall = helper(35002),var(45) = 0
triggerall = roundstate = 2
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(0)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(2)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(4)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(6)
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = Random <= 125||helper(35002),var(40) >= 10
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),StateNo >= 1000
triggerall = !EnemyNear(var(58)),Ctrl 
TriggerAll = EnemyNear(var(58)),facing = facing
triggerall = (stateno = 150 || stateno = 151 || stateno = 152) && HitShakeOver
trigger1 = helper(35002),var(34) = 1 && var(42) > 150
trigger1 = ABS(POS X - EnemyNear(var(58)),POS X) - p2bodydist X > 100 || p2bodydist X < 0
trigger1 = var(16):= 2
trigger2 = helper(35002),var(41) = 1 && EnemyNear(var(58)),vel y < -2
trigger2 = p2bodydist y = [-30,0]
trigger2 = var(16):= 2

;�ˏ��ʍݖh����----------------------------------------------------------------------------

[State -1, Stand Strong Punch]
type = ChangeState
value = 1300
triggerall = var(59)
triggerall = helper(35002),var(59) != 1
triggerall = helper(35002),var(56) != 1
triggerall = helper(35002),var(34) != 1
triggerall = helper(35002),var(42) = 0 || var(59) <= 2
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != C
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),time >= 0
triggerall = p2bodydist X = [-5,100]
Triggerall = !Enemy,NumProj && helper(24000 + id),var(57) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])|| (stateno = [150,159]) && HitShakeOver = 1 && time >= 15 && helper(35002),var(40) >= 10 || (stateno = [200,999]) && (stateno != [700,720]) && stateno != 255 && movetype != H
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(1))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(2))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(3))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(4))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(5))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(6))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(7))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(8))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(9))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(10))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(11))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(12))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(13))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(14))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(15))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(16))
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time >= (Helper(999), var(2) - 11) && enemynear(var(58)), Time <= (Helper(999), var(2) - 10)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time >= (Helper(999), var(4) - 11) && enemynear(var(58)), Time <= (Helper(999), var(4) - 10)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time >= (Helper(999), var(6) - 11) && enemynear(var(58)), Time <= (Helper(999), var(6) - 10)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time >= (Helper(999), var(8) - 11) && enemynear(var(58)), Time <= (Helper(999), var(8) - 10)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time >= (Helper(999), var(10) - 11) && enemynear(var(58)), Time <= (Helper(999), var(10) - 10)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time >= (Helper(999), var(12) - 11) && enemynear(var(58)), Time <= (Helper(999), var(12) - 10)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time >= (Helper(999), var(14) - 11) && enemynear(var(58)), Time <= (Helper(999), var(14) - 10)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time >= (Helper(999), var(16) - 11) && enemynear(var(58)), Time <= (Helper(999), var(16) - 10)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time >= (Helper(999), var(18) - 11) && enemynear(var(58)), Time <= (Helper(999), var(18) - 10)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time >= (Helper(999), var(20) - 11) && enemynear(var(58)), Time <= (Helper(999), var(20) - 10)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time >= (Helper(999), var(22) - 11) && enemynear(var(58)), Time <= (Helper(999), var(22) - 10)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time >= (Helper(999), var(24) - 11) && enemynear(var(58)), Time <= (Helper(999), var(24) - 10)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time >= (Helper(999), var(26) - 11) && enemynear(var(58)), Time <= (Helper(999), var(26) - 10)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time >= (Helper(999), var(28) - 11) && enemynear(var(58)), Time <= (Helper(999), var(28) - 10)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time >= (Helper(999), var(30) - 11) && enemynear(var(58)), Time <= (Helper(999), var(30) - 10)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time >= (Helper(999), var(32) - 11) && enemynear(var(58)), Time <= (Helper(999), var(32) - 10)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time >= (Helper(999), var(34) - 11) && enemynear(var(58)), Time <= (Helper(999), var(34) - 10)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time >= (Helper(999), var(36) - 11) && enemynear(var(58)), Time <= (Helper(999), var(36) - 10)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time >= (Helper(999), var(38) - 11) && enemynear(var(58)), Time <= (Helper(999), var(38) - 10)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time >= (Helper(999), var(40) - 11) && enemynear(var(58)), Time <= (Helper(999), var(40) - 10)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time >= (Helper(999), var(42) - 11) && enemynear(var(58)), Time <= (Helper(999), var(42) - 10)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time >= (Helper(999), var(44) - 11) && enemynear(var(58)), Time <= (Helper(999), var(44) - 10)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time >= (Helper(999), var(46) - 11) && enemynear(var(58)), Time <= (Helper(999), var(46) - 10)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time >= (Helper(999), var(48) - 11) && enemynear(var(58)), Time <= (Helper(999), var(48) - 10)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time >= (Helper(999), var(50) - 11) && enemynear(var(58)), Time <= (Helper(999), var(50) - 10)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time >= (Helper(999), var(52) - 11) && enemynear(var(58)), Time <= (Helper(999), var(52) - 10)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time >= (Helper(999), var(54) - 11) && enemynear(var(58)), Time <= (Helper(999), var(54) - 10)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time >= (Helper(999), var(56) - 11) && enemynear(var(58)), Time <= (Helper(999), var(56) - 10)

[State -1, Stand Strong Punch]
type = ChangeState
value = 1300
triggerall = var(59)
triggerall = helper(35002),var(59) != 1
triggerall = helper(35002),var(56) != 1
triggerall = helper(35002),var(34) != 1
triggerall = helper(35002),var(42) = 0 || var(59) <= 2
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),statetype = C
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),time >= 0
triggerall = p2bodydist X = [-5,100]
Triggerall = !Enemy,NumProj && helper(24000 + id),var(57) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125) || helper(35002),var(40) >= 5
TriggerAll = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])|| (stateno = [150,159]) && HitShakeOver = 1 && time >= 15 && helper(35002),var(40) >= 10 || (stateno = [200,999]) && (stateno != [700,720]) && stateno != 255 && movetype != H
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(1))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(2))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(3))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(4))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(5))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(6))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(7))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(8))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(9))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(10))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(11))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(12))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(13))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(14))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(15))
Triggerall = (enemynear(var(58)), StateNo != Helper(35002), var(16))
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time >= (Helper(999), var(2) - 3) && enemynear(var(58)), Time <= (Helper(999), var(2) - 2)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time >= (Helper(999), var(4) - 3) && enemynear(var(58)), Time <= (Helper(999), var(4) - 2)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time >= (Helper(999), var(6) - 3) && enemynear(var(58)), Time <= (Helper(999), var(6) - 2)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time >= (Helper(999), var(8) - 3) && enemynear(var(58)), Time <= (Helper(999), var(8) - 2)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time >= (Helper(999), var(10) - 3) && enemynear(var(58)), Time <= (Helper(999), var(10) - 2)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time >= (Helper(999), var(12) - 3) && enemynear(var(58)), Time <= (Helper(999), var(12) - 2)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time >= (Helper(999), var(14) - 3) && enemynear(var(58)), Time <= (Helper(999), var(14) - 2)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time >= (Helper(999), var(16) - 3) && enemynear(var(58)), Time <= (Helper(999), var(16) - 2)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time >= (Helper(999), var(18) - 3) && enemynear(var(58)), Time <= (Helper(999), var(18) - 2)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time >= (Helper(999), var(20) - 3) && enemynear(var(58)), Time <= (Helper(999), var(20) - 2)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time >= (Helper(999), var(22) - 3) && enemynear(var(58)), Time <= (Helper(999), var(22) - 2)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time >= (Helper(999), var(24) - 3) && enemynear(var(58)), Time <= (Helper(999), var(24) - 2)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time >= (Helper(999), var(26) - 3) && enemynear(var(58)), Time <= (Helper(999), var(26) - 2)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time >= (Helper(999), var(28) - 3) && enemynear(var(58)), Time <= (Helper(999), var(28) - 2)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time >= (Helper(999), var(30) - 3) && enemynear(var(58)), Time <= (Helper(999), var(30) - 2)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time >= (Helper(999), var(32) - 3) && enemynear(var(58)), Time <= (Helper(999), var(32) - 2)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time >= (Helper(999), var(34) - 3) && enemynear(var(58)), Time <= (Helper(999), var(34) - 2)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time >= (Helper(999), var(36) - 3) && enemynear(var(58)), Time <= (Helper(999), var(36) - 2)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time >= (Helper(999), var(38) - 3) && enemynear(var(58)), Time <= (Helper(999), var(38) - 2)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time >= (Helper(999), var(40) - 3) && enemynear(var(58)), Time <= (Helper(999), var(40) - 2)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time >= (Helper(999), var(42) - 3) && enemynear(var(58)), Time <= (Helper(999), var(42) - 2)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time >= (Helper(999), var(44) - 3) && enemynear(var(58)), Time <= (Helper(999), var(44) - 2)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time >= (Helper(999), var(46) - 3) && enemynear(var(58)), Time <= (Helper(999), var(46) - 2)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time >= (Helper(999), var(48) - 3) && enemynear(var(58)), Time <= (Helper(999), var(48) - 2)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time >= (Helper(999), var(50) - 3) && enemynear(var(58)), Time <= (Helper(999), var(50) - 2)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time >= (Helper(999), var(52) - 3) && enemynear(var(58)), Time <= (Helper(999), var(52) - 2)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time >= (Helper(999), var(54) - 3) && enemynear(var(58)), Time <= (Helper(999), var(54) - 2)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time >= (Helper(999), var(56) - 3) && enemynear(var(58)), Time <= (Helper(999), var(56) - 2)

[State -1, Stand Strong Punch]
type = ChangeState
value = 1100
triggerall = var(59)
triggerall = helper(35002),var(59) != 1
triggerall = helper(35002),var(56) != 1
triggerall = helper(35002),var(34) != 1
TriggerAll = helper(35002),var(42) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall=  enemynear(var(58)),facing != facing
triggerall=  enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),time >= 0
triggerall = enemynear(var(58)),PREVSTATENO != [150,159]
triggerall = P2BodyDist y = [-60,60]
triggerall = P2BodyDist x = [-5,75]
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125) || helper(35002),var(40) >= 5 || var(59) > 2
TriggerAll = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])|| (stateno = [150,159]) && HitShakeOver = 1 && time >= 15 && helper(35002),var(40) >= 10 || (stateno = [200,999]) && (stateno != [700,720]) && stateno != 255 && MOVETYPE != H
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time >= (Helper(999), var(2) - 5) && enemynear(var(58)), Time <= (Helper(999), var(2) - 4)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time >= (Helper(999), var(4) - 5) && enemynear(var(58)), Time <= (Helper(999), var(4) - 4)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time >= (Helper(999), var(6) - 5) && enemynear(var(58)), Time <= (Helper(999), var(6) - 4)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time >= (Helper(999), var(8) - 5) && enemynear(var(58)), Time <= (Helper(999), var(8) - 4)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time >= (Helper(999), var(10) - 5) && enemynear(var(58)), Time <= (Helper(999), var(10) - 4)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time >= (Helper(999), var(12) - 5) && enemynear(var(58)), Time <= (Helper(999), var(12) - 4)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time >= (Helper(999), var(14) - 5) && enemynear(var(58)), Time <= (Helper(999), var(14) - 4)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time >= (Helper(999), var(16) - 5) && enemynear(var(58)), Time <= (Helper(999), var(16) - 4)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time >= (Helper(999), var(18) - 5) && enemynear(var(58)), Time <= (Helper(999), var(18) - 4)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time >= (Helper(999), var(20) - 5) && enemynear(var(58)), Time <= (Helper(999), var(20) - 4)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time >= (Helper(999), var(22) - 5) && enemynear(var(58)), Time <= (Helper(999), var(22) - 4)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time >= (Helper(999), var(24) - 5) && enemynear(var(58)), Time <= (Helper(999), var(24) - 4)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time >= (Helper(999), var(26) - 5) && enemynear(var(58)), Time <= (Helper(999), var(26) - 4)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time >= (Helper(999), var(28) - 5) && enemynear(var(58)), Time <= (Helper(999), var(28) - 4)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time >= (Helper(999), var(30) - 5) && enemynear(var(58)), Time <= (Helper(999), var(30) - 4)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time >= (Helper(999), var(32) - 5) && enemynear(var(58)), Time <= (Helper(999), var(32) - 4)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time >= (Helper(999), var(34) - 5) && enemynear(var(58)), Time <= (Helper(999), var(34) - 4)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time >= (Helper(999), var(36) - 5) && enemynear(var(58)), Time <= (Helper(999), var(36) - 4)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time >= (Helper(999), var(38) - 5) && enemynear(var(58)), Time <= (Helper(999), var(38) - 4)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time >= (Helper(999), var(40) - 5) && enemynear(var(58)), Time <= (Helper(999), var(40) - 4)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time >= (Helper(999), var(42) - 5) && enemynear(var(58)), Time <= (Helper(999), var(42) - 4)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time >= (Helper(999), var(44) - 5) && enemynear(var(58)), Time <= (Helper(999), var(44) - 4)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time >= (Helper(999), var(46) - 5) && enemynear(var(58)), Time <= (Helper(999), var(46) - 4)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time >= (Helper(999), var(48) - 5) && enemynear(var(58)), Time <= (Helper(999), var(48) - 4)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time >= (Helper(999), var(50) - 5) && enemynear(var(58)), Time <= (Helper(999), var(50) - 4)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time >= (Helper(999), var(52) - 5) && enemynear(var(58)), Time <= (Helper(999), var(52) - 4)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time >= (Helper(999), var(54) - 5) && enemynear(var(58)), Time <= (Helper(999), var(54) - 4)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time >= (Helper(999), var(56) - 5) && enemynear(var(58)), Time <= (Helper(999), var(56) - 4)

[State -3, Stand Strong Punch]
type = ChangeState
value = IFELSE(P2BodyDist X <= 50,39,34)
triggerall = var(59)
TriggerALL = HELPER(35002),VAR(55) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),statetype = C
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),stateno = [200,1000)
triggerall = P2BodyDist X = [-5,100]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 6)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 6)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 6)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 6)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 6)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 6)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 6)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 6)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 6)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 6)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 6)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 6)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 6)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 6)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 6)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 6)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 6)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 6)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 6)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 6)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 6)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 6)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 6)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 6)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 6)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 6)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 6)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 6)

[State -3, Stand Strong Punch]
type = ChangeState
value = 310
triggerall = var(59)
TriggerALL = HELPER(35002),VAR(55) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),stateno = [200,1000)
triggerall = P2BodyDist x = [-5,100]
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 2)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 2)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 2)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 2)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 2)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 2)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 2)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 2)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 2)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 2)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 2)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 2)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 2)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 2)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 2)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 2)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 2)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 2)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 2)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 2)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 2)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 2)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 2)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 2)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 2)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 2)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 2)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 2)

[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59)
TriggerALL = HELPER(35002),VAR(55) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),stateno = [200,1000)
triggerall = P2BodyDist x = [-5,25]
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 2)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 2)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 2)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 2)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 2)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 2)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 2)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 2)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 2)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 2)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 2)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 2)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 2)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 2)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 2)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 2)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 2)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 2)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 2)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 2)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 2)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 2)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 2)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 2)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 2)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 2)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 2)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 2)

[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(var(42) < 200,805,800)
triggerall = var(59)
triggerall = HELPER(35002),VAR(55) = 0
triggerall = Random <= ifelse(helper(35002),var(36) = 1,250,125)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),stateno = [200,1000)
triggerall = P2BodyDist x = [-5,25]
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 1)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 1)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 1)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 1)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 1)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 1)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 1)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 1)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 1)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 1)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 1)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 1)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 1)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 1)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 1)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 1)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 1)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 1)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 1)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 1)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 1)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 1)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 1)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 1)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 1)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 1)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 1)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 1)

[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(power >= 2000 && life <= lifemax/3,4000,1110)
triggerall = var(59)
triggerall = HELPER(35002),VAR(55) = 0
triggerall = HELPER(35002),VAR(42) = 0
triggerall = Random >= ifelse(helper(35002),var(36) = 1,750,875)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),stateno = [200,1000)
triggerall = P2BodyDist x = [-5,50]
triggerall = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 1)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 1)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 1)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 1)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 1)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 1)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 1)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 1)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 1)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 1)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 1)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 1)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 1)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 1)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 1)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 1)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 1)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 1)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 1)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 1)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 1)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 1)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 1)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 1)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 1)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 1)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 1)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 1)

;�e??��------------------------------------------------------------------------------------

[State -3,���W�����v ��э���]
Type = ChangeState
Value = 36
TriggerAll = var(59)
TriggerAll = helper(35002),var(46) = 0
TriggerAll = helper(35002),var(45) = 0
triggerall = var(33) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || EnemyNear(var(58)),MoveType = I
TriggerAll = Helper(24000+ID),InGuardDist
TriggerAll = !InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = Enemy,NumProj || helper(24000 + id),var(57) = 2
Trigger1 = EnemyNear(var(58)),facing != facing
Trigger1 = P2bodyDist X = [100,200]
Trigger1 = random <= 100

[State -3,��W�����v ��э���]
Type = ChangeState
Value = 1000
TriggerAll = var(59)
TriggerAll = helper(35002),var(46) = 0
TriggerAll = helper(35002),var(45) = 0
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),Fvar(15) <= 5
triggerall = numprojID(1000) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || EnemyNear(var(58)),MoveType = I
TriggerAll = Helper(24000+ID),InGuardDist
TriggerAll = !InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = P2bodyDist X > 100
Trigger1 = Enemy,NumProj || helper(24000 + id),var(57) > 0
Trigger1 = EnemyNear(var(58)),facing != facing
Trigger1 = Random = [900,1000]

[State -1, Stand Strong Punch]
type = ChangeState;ChangeState
value = ifelse(random <= 500 && power >= 1000,ifelse(power >= 2000 && random <= 500,3250,3200),1110)
triggerall = var(59)
triggerall = Random <= ifelse(helper(35002),var(36) = 1,250,125)||HELPER(35002),VAR(40) >= 10||life<=lifemax/10
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),PrevStateno = [150,155]
triggerall = enemynear(var(58)),hitdefattr = SCA,AA
TriggerAll = enemynear(var(58)),facing != facing
Trigger1 = Stateno = [200,450]

[State -1, Stand Strong Punch]
type = ChangeState;ChangeState
value = ifelse(random <= 500,700,120)
triggerall = var(59)
triggerall = Random <= 100|| Life <= lifemax/3 && Random <= 300||helper(35002),var(40) >= 10
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),PrevStateno = [150,155]
triggerall = enemynear(var(58)),hitdefattr = SCA,AA
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = var(16):= 1
trigger1 = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || (stateno = [120,149])

[State -1, GCFRoll]
type = ChangeState
value = 700
triggerall = var(59) 
TriggerAll = helper(35002),var(34) != 1
triggerall = RoundState = 2
triggerall = power >= 1000
triggerall = StateType != A
triggerall = (stateno = 150 || stateno = 151 || stateno = 152) && HitShakeOver
triggerall = enemynear(var(58)),StateNo >= 200
triggerall = enemynear(var(58)),MoveType = A
triggerall = P2BodyDist x = [-5,150]
triggerall = var(16):= 2
trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(15)
trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(16)
trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(17)
trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(18)
trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(19)
trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(25)
trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(26)
trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(27)
trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(28)
trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(29)
trigger11 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(40)
trigger12 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(41)
trigger13 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(42)
trigger14 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(43)
trigger15 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(44)
trigger16 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(45)
trigger17 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(46)
trigger18 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(47)
trigger19 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(48)
trigger20 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(49)

[State -1, FRoll]
type = ChangeState
value = 700
triggerall = var(59) 
triggerall = palno %2 = 0
TriggerAll = helper(35002),var(34) != 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = enemynear(var(58)),time >= 0   
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),StateNo >= 200
triggerall =!enemynear(var(58)),HitDefAttr = SCA, AT
triggerall = enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
TriggerAll = var(16):= 1
trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(15)
trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(16)
trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(17)
trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(18)
trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(19)
trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(25)
trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(26)
trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(27)
trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(28)
trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(29)
trigger11 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(40)
trigger12 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(41)
trigger13 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(42)
trigger14 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(43)
trigger15 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(44)
trigger16 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(45)
trigger17 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(46)
trigger18 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(47)
trigger19 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(48)
trigger20 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(49)

[State -1, FRoll]
type = ChangeState
value = ifelse(random <= 500 && enemynear(var(58)),time <= 5 && palno %2 = 0,700,120)
triggerall = var(59) 
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = enemynear(var(58)),time >= 0   
triggerall = statetype != A
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),StateNo >= 200
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101])
TriggerAll = var(16):= 1
trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(50)
trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(51)
trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(52)
trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(53)
trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(54)
trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(55)
trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(56)
trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(57)
trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(58)
trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(59)

[State -1, FRoll]
type = ChangeState
value = 120
triggerall = var(59) 
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101])
triggerall = Enemy,NumProj || helper(24000 + id),var(57) > 0
trigger1 = Helper(24000+ID),InGuardDist
trigger2 = helper(35002),fvar(12) > 0

[state -1,�o�b�N�X�e�b�v �����O��]
Type = ChangeState
Value = ifelse(stateno = 800,120,ifelse(p2bodydist x <= 100,800,700))
TriggerAll = var(59) > 1
Triggerall = EnemyNear(var(58)),palno = 12 || (EnemyNear(var(58)),palno =[7,11]) && EnemyNear(var(58)),var(58) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = EnemyNear(var(58)),ANIMTIME >= 0 || EnemyNear(var(58)),stateno < 200
triggerall = EnemyNear(var(58)),MOVETYPE != A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),MOVETYPE != H
triggerall = EnemyNear(var(58)),statetype != L
triggerall = helper(35002),var(46) >= 1000 || helper(35002),var(46) = [0,10]
TriggerAll = Ctrl || (Stateno = [20,22]) || stateno = 53 || (Stateno = [100,101]) || (StateNo = [120,159]) || (stateno = [200,999]) && (stateno != [700,720]) && MoveType != H
trigger1 = p2name = "Orochi Eagrose Version" || p4name = "Orochi-EV" 

[State -3,�o�b�N�X�e�b�v �����O��]
Type = ChangeState
Value = ifelse(stateno < 200,120,ifelse(random<=500 && power >= 1000,ifelse(power >= 2000 && random <= 500,3250,3200),1110))
TriggerAll = var(59) = 1
TriggerAll = helper(35002),var(56) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Enemynear(var(58)),stateno >= 200
TriggerAll = playerid(helper(33700+id),var(1)),stateno = fvar(0) || playerid(helper(33700+id),var(1)),stateno = fvar(1) || playerid(helper(33700+id),var(1)),stateno = fvar(2) || playerid(helper(33700+id),var(1)),stateno = fvar(3) || playerid(helper(33700+id),var(1)),stateno = fvar(4)
TriggerAll = (playerid(helper(33700+id),var(1)),stateno != [358000,358006]) && playerid(helper(33700+id),var(1)),stateno != 5150
TriggerAll = Movetype = A && stateno >= 200 || movetype = I
TriggerAll = Enemynear(var(58)),ctrl = 0
TriggerAll = Enemynear(var(58)),Movetype = A
trigger1 = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [120,149])
Trigger2 = (stateno = [200,999]) && (stateno != [700,720]) && (prevstateno != [150,159]) && MOVETYPE != H
trigger2 = HELPER(35002),VAR(53) = 1

[State -3,�o�b�N�X�e�b�v �����O��]
Type = ChangeState;ChangeState
Value = 120
triggerall = var(59) > 1
TriggerAll = helper(35002),var(56) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Enemynear(var(58)),stateno >= 200
TriggerAll = playerid(helper(33700+id),var(1)),stateno = fvar(0) || playerid(helper(33700+id),var(1)),stateno = fvar(1) || playerid(helper(33700+id),var(1)),stateno = fvar(2) || playerid(helper(33700+id),var(1)),stateno = fvar(3) || playerid(helper(33700+id),var(1)),stateno = fvar(4)
TriggerAll = (playerid(helper(33700+id),var(1)),stateno != [358000,358006]) && playerid(helper(33700+id),var(1)),stateno != 5150
TriggerAll = Movetype = A && stateno >= 200 || movetype = I
TriggerAll = Enemynear(var(58)),ctrl = 0
TriggerAll = Enemynear(var(58)),Movetype = A
trigger1 = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [120,149])
Trigger2 = (stateno = [200,999]) && (stateno != [700,720]) && MOVETYPE != H
Trigger2 = var(59) > 2 && HELPER(35002),VAR(42) > 0 || HELPER(35002),VAR(53) = 1
IgnoreHitPause = 1

[State -1, Guard]
type = ChangeState
Value = 120
triggerall = var(59) > 1
triggerall = Enemynear(var(58)),movetype != H
triggerall = StateType != A && pos y = 0
triggerall = enemynear(var(58)),animtime < -33 || (enemynear(var(58)),animtime = [-33,-4)) && P2BodyDist X <= 30 || (enemynear(var(58)),animtime = [-33,-10)) && (P2BodyDist X = [30,60]) || (enemynear(var(58)),animtime = [-33,-15)) && (P2BodyDist X = [60,100]) || (enemynear(var(58)),animtime = [-33,-20)) && P2BodyDist X > 100
triggerall = ctrl || stateno = 0 || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || (stateno = [200,2999]) && (stateno != [700,720])
trigger1 = p2name = "Orochi Eagrose Version" && (p2StateNo = [2000,2099]) || p4name = "Orochi Eagrose Version" && (p2stateno = [2000,2099]) || p2name = "Orochi-EV" && (p2StateNo = [2000,2099]) || p4name = "Orochi-EV" && (p2stateNo = [2000,2099])
Trigger1 = Movetype = A && stateno >= 200 || movetype = I
Trigger1 = Enemynear(var(58)),ctrl = 0
trigger2 = p2name = "Orochi Eagrose Version" && (p2StateNo = [2200,2299]) || p4name = "Orochi Eagrose Version" && (p2stateNo = [2200,2299]) || p2name = "Orochi-EV" && (p2StateNo = [2200,2299]) || p4name = "Orochi-EV" && (p2stateNo = [2200,2299])
Trigger2 = Movetype = A && stateno >= 200 || movetype = I
Trigger2 = Enemynear(var(58)),ctrl = 0
trigger3 = p2name = "Kyo Clone-10" && p2StateNo = 4300 || p4name = "Kyo Clone-10" && p2StateNo = 4300
Trigger3 = Movetype = A && stateno >= 200 || movetype = I
Trigger3 = Enemynear(var(58)),ctrl = 0

[state -1,�o�b�N�X�e�b�v �����O��]
Type = ChangeState
Value = ifelse(P2BodyDist x < 30,37,105)
triggerall = var(59) > 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = p2bodydist X >= 30 || stateno = 53
TriggerAll = Ctrl || (Stateno = [20,22]) || (Stateno = [100,101]) || (StateNo = [120,159]) || (StateNo = [200,499]) || stateno = 721
trigger1 = p2name = "Orochi Eagrose Version" && (p2StateNo = [2100,2101]) || p4name = "Orochi Eagrose Version" && (p2stateno = [2100,2101]) || p2name = "Orochi-EV" && (p2StateNo = [2100,2101]) || p4name = "Orochi-EV" && (p2stateNo = [2100,2101])
Trigger1 = Movetype = A && stateno >= 200 || movetype = I
Trigger1 = Enemynear(var(58)),ctrl = 0
trigger2 = p2name = "Orochi Eagrose Version" && (p2StateNo = [2300,2301]) || p4name = "Orochi Eagrose Version" && (p2stateNo = [2300,2301]) || p2name = "Orochi-EV" && (p2StateNo = [2300,2301]) || p4name = "Orochi-EV" && (p2stateNo = [2300,2301])
Trigger2 = Movetype = A && stateno >= 200 || movetype = I
Trigger2 = Enemynear(var(58)),ctrl = 0

[state -1,�o�b�N�X�e�b�v �����O��]
Type = ChangeState
Value = ifelse(P2BodyDist x < 30,37,105)
triggerall = var(59) > 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = p2bodydist X < 30
TriggerAll = Ctrl || (Stateno = [20,22]) || (Stateno = [100,101]) || (StateNo = [120,159]) || (StateNo = [200,499]) || stateno = 721
trigger1 = p2name = "Orochi Eagrose Version" && (p2StateNo = [2100,2101]) || p4name = "Orochi Eagrose Version" && (p2stateno = [2100,2101]) || p2name = "Orochi-EV" && (p2StateNo = [2100,2101]) || p4name = "Orochi-EV" && (p2stateNo = [2100,2101])
Trigger1 = Movetype = A && stateno >= 200 || movetype = I
Trigger1 = Enemynear(var(58)),ctrl = 0
trigger2 = p2name = "Orochi Eagrose Version" && (p2StateNo = [2300,2301]) || p4name = "Orochi Eagrose Version" && (p2stateNo = [2300,2301]) || p2name = "Orochi-EV" && (p2StateNo = [2300,2301]) || p4name = "Orochi-EV" && (p2stateNo = [2300,2301])
Trigger2 = Movetype = A && stateno >= 200 || movetype = I
Trigger2 = Enemynear(var(58)),ctrl = 0

[state -1,]
Type = ChangeState;ChangeState
Value = var(57)
triggerall = var(59) = 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = StateType != A
triggerall = EnemyNear(var(58)),facing != facing || p2bodydist x < 0
triggerall = enemynear(var(58)),MoveContact = 0
triggerall = EnemyNear(var(58)),MOVETYPE != H
triggerall = p2bodydist x <= 100
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(1) && Helper(999), var(2) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(3) && Helper(999), var(4) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(5) && Helper(999), var(6) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(7) && Helper(999), var(8) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(9) && Helper(999), var(10) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(11) && Helper(999), var(12) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(13) && Helper(999), var(14) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(15) && Helper(999), var(16) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(17) && Helper(999), var(18) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(19) && Helper(999), var(20) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(21) && Helper(999), var(22) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(23) && Helper(999), var(24) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(25) && Helper(999), var(26) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(27) && Helper(999), var(28) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(29) && Helper(999), var(30) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(31) && Helper(999), var(32) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(33) && Helper(999), var(34) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(35) && Helper(999), var(36) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(37) && Helper(999), var(38) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(39) && Helper(999), var(40) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(41) && Helper(999), var(42) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(43) && Helper(999), var(44) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(45) && Helper(999), var(46) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(47) && Helper(999), var(48) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(49) && Helper(999), var(50) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(51) && Helper(999), var(52) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(53) && Helper(999), var(54) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(55) && Helper(999), var(56) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(57) && Helper(999), var(58) > 0)
triggerall = helper(35002),var(55) > 0
triggerall = var(16):= 1
trigger1 = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = var(57):= ifelse(EnemyNear(var(58)),stateno >= 200 && EnemyNear(var(58)),animtime <= -24 && var(33) = 0,ifelse(random <= 500 || EnemyNear(var(58)),vel x < 0 || p2bodydist x > 50,34,39),ifelse(random <= 250 && helper(35002),var(53) = 0,ifelse(BackEdgeBodyDist >= 30,105,ifelse(var(33) > 0,700,36)),120))
trigger2 = (stateno = [200,999]) && (stateno != [700,720]) && MOVETYPE != H && (PrevStateno != [150,159])
trigger2 = HELPER(35002),VAR(53) = 1
trigger2 = var(57):= ifelse(random <= 500 && power >= 1000,ifelse(power >= 2000 && random <= 500,3250,3200),1110)

[State -1, ���W�����v(�Γ����p)]
Type = ChangeState
Value = ifelse(EnemyNear(var(58)),stateno >= 200 && EnemyNear(var(58)),animtime <= -24 && var(33) = 0,ifelse(random <= 500 || EnemyNear(var(58)),vel x < 0 || p2bodydist x > 50,34,39),ifelse(random <= 250 && helper(35002),var(53) = 0,ifelse(BackEdgeBodyDist >= 30,105,ifelse(var(33) > 0,700,36)),120))
triggerall = var(59) > 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = StateType != A
triggerall = EnemyNear(var(58)),facing != facing || p2bodydist x < 0
triggerall = enemynear(var(58)),MoveContact = 0
triggerall = EnemyNear(var(58)),MOVETYPE != H
triggerall = p2bodydist x <= 100
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(1) && Helper(999), var(2) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(3) && Helper(999), var(4) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(5) && Helper(999), var(6) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(7) && Helper(999), var(8) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(9) && Helper(999), var(10) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(11) && Helper(999), var(12) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(13) && Helper(999), var(14) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(15) && Helper(999), var(16) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(17) && Helper(999), var(18) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(19) && Helper(999), var(20) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(21) && Helper(999), var(22) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(23) && Helper(999), var(24) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(25) && Helper(999), var(26) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(27) && Helper(999), var(28) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(29) && Helper(999), var(30) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(31) && Helper(999), var(32) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(33) && Helper(999), var(34) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(35) && Helper(999), var(36) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(37) && Helper(999), var(38) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(39) && Helper(999), var(40) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(41) && Helper(999), var(42) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(43) && Helper(999), var(44) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(45) && Helper(999), var(46) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(47) && Helper(999), var(48) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(49) && Helper(999), var(50) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(51) && Helper(999), var(52) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(53) && Helper(999), var(54) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(55) && Helper(999), var(56) > 0)
triggerall = !(enemynear(var(58)), StateNo = Helper(999), var(57) && Helper(999), var(58) > 0)
triggerall = helper(35002),var(55) > 0
triggerall = var(16):= 1
trigger1 = ctrl || (stateno = [20,22]) || stateno = 53 || (stateno = [100,101]) || (stateno = [120,149])
trigger2 = (stateno = [200,999]) && (stateno != [700,720]) && MOVETYPE != H && (PrevStateno != [150,159])
trigger2 = var(59) > 2 && HELPER(35002),VAR(42) > 0 || HELPER(35002),VAR(53) = 1

;������������������������������������������������������������������������������������
;�h��(�K�[�h��)
;������������������������������������������������������������������������������������

;�K�[�h
[State -1, Guard]
type = ChangeState;ChangeState
value = 120
triggerall = var(59)
triggerall = RoundState = 2
triggerall = !(Helper(35002),var(41) > 0 && Helper(35002),var(59) > 0)
triggerall = StateType != A
triggerall = stateno != [120,159]
triggerall = ctrl || stateno = 0 || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 106
trigger1 = inguarddist
trigger2 = inguarddist
trigger2 = p2bodydist x > 90 || enemynear(var(58)),time > 50
trigger3 = inguarddist
trigger3 = enemynear(var(58)),numhelper > 0 || enemy,numproj > 0
trigger4 = enemynear(var(58)),movetype = A
trigger4 = !enemynear(var(58)),hitdefattr = SCA, NT, ST, HT
trigger4 = stateno != 100 || stateno = 100 && p2dist y > -45 || numenemy >= 2
trigger4 = p2bodydist x < -30
trigger4 = p2dist x > 0 || p2dist x < 0
trigger5 = inguarddist
trigger5 = numenemy > 1
trigger5 = enemy(0),numhelper+enemy(1),numhelper > 0 || enemy(0),numproj+enemy(1),numproj > 0
trigger6 = numhelper(31000+id)
trigger6 = helper(31000+id),inguarddist

;---------------------------------------------------------------------------
[State -1,��h]
type = ChangeState
value = 120 ;��hstateno
triggerall = var(59)
triggerall = VEL X <= 0
triggerall = POS y < -10-(7*(vel y)+(7*(7+1)/2)*fvar(30))
triggerall = ctrl && statetype = A ;���g�݋�
trigger1 = inguarddist
trigger1 = var(34) := 12010
trigger2 = p2bodydist x < 0 && p2movetype = A ;����
trigger2 = var(34) := 12011

;?��--------------------------------------------------------------------------

[State -1, Stand Strong Punch]
type = ChangeState
value = 1600
triggerall = var(59)
triggerall = helper(35002),var(42) = 0
triggerall = helper(35002),var(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125) || helper(35002),var(40) >= 5 || var(59) > 2
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = A
Triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing = facing && var(42) <= 150
triggerall =!inguarddist && !helper(31000+id),inguarddist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [-5-floor(12*(enemynear(var(58)),vel x)),90-floor(12*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-20-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20)),-10-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20))]

[State -1, Stand Strong Punch]
type = ChangeState
value = 1110
triggerall = var(59)
triggerall = helper(35002),var(42) = 0
triggerall = helper(35002),var(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125) || helper(35002),var(40) >= 5 || var(59) > 2
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = A
Triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall =!inguarddist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [25+floor(10*(enemynear(var(58)),vel x)),50+floor(10*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-60-floor(10*(enemynear(var(58)),vel y)+(10*(10+1)/2)*fvar(20)),-30-floor(10*(enemynear(var(58)),vel y)+(10*(10+1)/2)*fvar(20))]

[State -1, Stand Strong Punch]
type = ChangeState
value = 1110
triggerall = var(59)
triggerall = helper(35002),var(42) = 0
triggerall = helper(35002),var(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= 100
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = A
Triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x <= 50+floor(6*(enemynear(var(58)),vel x)) && p2dist x > 15
trigger1 = p2bodydist y = [-30-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20)),-5-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20))]

[State -1, Stand Strong Punch]
type = ChangeState
value = ifelse(p2bodydist x <= 25,205,200)
triggerall = var(59)
triggerall = helper(35002),var(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125) || helper(35002),var(40) >= 5 || var(59) > 2
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = A
Triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall =!inguarddist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [-5,50+floor(4*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-30-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20)),-15-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20))]

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) <= 2
triggerall = helper(35002),var(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125) || helper(35002),var(40) >= 5
triggerall = statetype != A
triggerall = enemynear(var(58)),StateType = A
Triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall =!inguarddist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [15+floor(5*(enemynear(var(58)),vel x)),30+floor(5*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-20-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20)),-10-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20))]

[State -1, Crouching Strong Punch]
type = ChangeState
value = 440
triggerall = var(59)
triggerall = helper(35002),var(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125) || helper(35002),var(40) >= 5 || var(59) > 2
triggerall = statetype != A
triggerall = enemynear(var(58)),StateType = A
Triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall =!inguarddist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = abs(p2bodydist x) >= 25
triggerall = p2bodydist y <= -15
trigger1 = p2bodydist x = [ifelse(50+floor(12*(enemynear(var(58)),vel x)) >= 25, 50+floor(12*(enemynear(var(58)),vel x)), 25),75+floor(12*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-20-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20)),-15-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20))]

[State -1, Stand Light Punch]
type = ChangeState
value = 215
triggerall = var(59)
triggerall = helper(35002),var(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125) || helper(35002),var(40) >= 5 || var(59) > 2
triggerall = statetype != A
triggerall = enemynear(var(58)),StateType = A
Triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall =!inguarddist && !helper(31000+id),inguarddist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [-25,25]
trigger1 = abs(enemynear(var(58)),Pos Y - Pos Y) = [0,30]

[State -1, Crouching Strong Kick]
type = ChangeState
value = ifelse((random <= 500 || helper(35002),var(37) = 1) && p2bodydist x >= 50 && !(P2stateno >= 200 && EnemyNear(var(58)),ANIMTIME <= -5),200,250)
triggerall = var(59)
triggerall = FVAR(18) = 0
triggerall = helper(35002),var(42) = 0
triggerall = helper(35002),var(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = statetype != A
triggerall = !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME <= -21))
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),vel x >= 0 || var(41) < 100
triggerall =!InGuardDist && enemynear(var(58)),facing != facing
triggerall = p2bodydist x = [40,60]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = Random >= ifelse(helper(35002),var(36) = 1,750,875)

[State -1, Crouching Strong Kick]
type = ChangeState
value = ifelse(p2bodydist x >= 80 && random <= 650 && numprojID(1000) = 0,1000,ifelse(p2bodydist x <= 40 && EnemyNear(var(58)),MoveGuarded && random <= 200,230,ifelse(random <= 500 && !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME <= -13)),440,240)))
triggerall = var(59)
triggerall = FVAR(18) = 0
triggerall = helper(35002),var(42) = 0
triggerall = helper(35002),var(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = statetype != A
triggerall = !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME <= -16))
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),vel x >= 0 || var(41) < 100
triggerall =!InGuardDist && enemynear(var(58)),facing != facing
triggerall = p2bodydist x = [50,100]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = Random <= ifelse(helper(35002),var(36) = 1,250,125)

;轻暗拂跟进压制
[State -1, 轻暗拂跟进]
type = ChangeState
value = 100
triggerall = var(59)
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = numprojID(1000) > 0
triggerall = projhit(1000) = 0
triggerall = p2bodydist x >= 60
triggerall = p2bodydist x <= 120
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = random <= 700

;��R.E.D.kick
[State -1, ��R.E.D.kick]
type = ChangeState
value = ifelse(random <= 500 && p2bodydist x <= 90,1600,1800)
triggerall = var(59)
triggerall = FVAR(18) = 0
triggerall = helper(35002),var(42) = 0
triggerall = helper(35002),var(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME <= -13))
triggerall = Random <= ifelse(helper(35002),var(36) = 1,100,10)
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),vel x >= 0 || var(41) < 100
triggerall =!InGuardDist && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [70,125]

;连续压制投技
[State -1, 压制投技]
type = ChangeState
value = ifelse(var(42) < 200,805,800)
triggerall = var(59)
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = S
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),MoveGuarded
triggerall = p2bodydist x <= 15
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = ((PrevStateNo >= 200 && PrevStateNo <= 250) || (PrevStateNo >= 400 && PrevStateNo <= 450)) && EnemyNear(var(58)),MoveGuarded && random <= 300
trigger2 = helper(35002),var(38) = 1 && random <= 400

;站重脚确防后压制骗招
[State -1, 站重脚确防压制]
type = ChangeState
value = 440
triggerall = var(59)
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),MoveGuarded
triggerall = p2bodydist x = [35,65]
triggerall = ctrl || (stateno = [120,149])
trigger1 = Time <= 8 && random <= 350
trigger2 = (PrevStateNo >= 200 && PrevStateNo <= 250) && EnemyNear(var(58)),MoveGuarded && random <= 400
trigger3 = (PrevStateNo >= 400 && PrevStateNo <= 450) && EnemyNear(var(58)),MoveGuarded && random <= 300

;站立刚CD确防后压制骗招
[State -1, 刚CD确防压制]
type = ChangeState
value = 255
triggerall = var(59)
triggerall = var(25) < 2
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),MoveGuarded
triggerall = p2bodydist x = [25,80]
triggerall = ctrl || (stateno = [120,149])
trigger1 = Time <= 10 && random <= 250
trigger2 = (PrevStateNo >= 200 && PrevStateNo <= 250) && EnemyNear(var(58)),MoveGuarded && random <= 300
trigger3 = (PrevStateNo >= 400 && PrevStateNo <= 450) && EnemyNear(var(58)),MoveGuarded && random <= 200

;空中对空攻击
[State -1, 空中对空]
type = ChangeState
value = ifelse(p2bodydist x <= 40 && random <= 300,800,ifelse(random <= 600,610,640))
triggerall = var(59)
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = p2bodydist x <= 80
triggerall = p2bodydist y = [-40,40]
triggerall = ctrl
trigger1 = EnemyNear(var(58)),facing != facing && random <= 500
trigger2 = EnemyNear(var(58)),AnimTime >= -10 && random <= 400

;压制确防后神尘
[State -1, 压制确防神尘]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = power >= 2000
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),MoveGuarded
triggerall = p2bodydist x <= 60
triggerall = ctrl || (stateno = [120,149])
trigger1 = (PrevStateNo >= 200 && PrevStateNo <= 250) && EnemyNear(var(58)),MoveGuarded && random <= 400
trigger2 = (PrevStateNo >= 400 && PrevStateNo <= 450) && EnemyNear(var(58)),MoveGuarded && random <= 400
trigger3 = (PrevStateNo = 430 || PrevStateNo = 440) && EnemyNear(var(58)),MoveGuarded && random <= 400

[State -1, ��R.E.D.kick]
type = ChangeState
value = IFELSE(RANDOM <= 500,1000,IFELSE(RANDOM <= 500,400,200))
triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = Random <= 25
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),STATENO < 200
triggerall = enemynear(var(58)),movetype = I && !NumProj && !Numhelper(1000) && !Numhelper(1050)
triggerall =!InGuardDist && enemynear(var(58)),facing != facing
triggerall = numprojID(1000) = 0
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [100,200]

;?�s����---------------------------------------------------------------------------

[state -1,L YAMIBARI]
Type = ChangeState
Value = 1000
triggerall = var(59)
TriggerAll = RoundState = 2
triggerall = numprojID(1000) = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Trigger1 = StateNo = 410 && MoveContact
Trigger1 = VAR(41) > 180
trigger1 = p2bodydist y = [0-floor((10+P2BodyDist x/(4 - (enemynear(var(58)),vel X * ifelse(enemynear(var(58)),facing != facing,1,-1))))*(enemynear(var(58)),vel y)+((10+P2BodyDist x/(4 - (enemynear(var(58)),vel X * ifelse(enemynear(var(58)),facing != facing,1,-1))))*((10+P2BodyDist x/(4 - (enemynear(var(58)),vel X * ifelse(enemynear(var(58)),facing != facing,1,-1))))+1)/2)*fvar(20)),0]
Trigger2 = StateNo = 215 && MoveGuarded
Trigger2 = VAR(41) > 180
trigger2 = p2bodydist y = [0-floor((10+P2BodyDist x/(4 - (enemynear(var(58)),vel X * ifelse(enemynear(var(58)),facing != facing,1,-1))))*(enemynear(var(58)),vel y)+((10+P2BodyDist x/(4 - (enemynear(var(58)),vel X * ifelse(enemynear(var(58)),facing != facing,1,-1))))*((10+P2BodyDist x/(4 - (enemynear(var(58)),vel X * ifelse(enemynear(var(58)),facing != facing,1,-1))))+1)/2)*fvar(20)),0]

;�� �S�����E�ŕ���
[State -1, L YAMIBARAI]
type = ChangeState
value = 1000
triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = Random <= 100
triggerall = StateType != A
triggerall = numprojID(1000) = 0
triggerall = p2bodydist x >= 160
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = enemynear(var(58)),StateType = L
trigger1 = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])

[State -1, S YAMIBARAI]
type = ChangeState
value = 1000
TriggerAll = var(59)
triggerall = helper(35002),var(42) = 0
triggerall = helper(35002),var(34) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = statetype != A 
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
Triggerall = EnemyNear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = numprojID(1000) = 0
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x >= 200
trigger1 = Random <= IFELSE((Enemy,NumProj || helper(24000 + id),var(57) > 0) && palno %2 = 1,250,100)

;����?�i------------------------------------------------------------

[State -1, ��~�p]
type = ChangeState
value = 0
ctrl = 0
triggerall = var(59)
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = animtime = 0
triggerall = time > 0
trigger1 = var(50) = 1
trigger1 = stateno = 1105
trigger1 = helper(35002),var(54) = 1

[State -1, ��~�p]
type = ChangeState
value = 22
ctrl = 0
triggerall = var(59)
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = animtime = 0
triggerall = time > 0
trigger1 = var(50) = 1
trigger1 = stateno = 1105
trigger1 = helper(35002),var(54) > 1

[State -1, ��~����]
type = ChangeState
value = 0
ctrl = 1
triggerall = var(59)
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno = 0 || (stateno = [19,22])
triggerall = ctrl = 0
trigger1 = p2bodydist y >= 0
trigger2 = roundstate != 2

[State -1, HE]
type = ChangeState
value = IFELSE(power >= 2000,3050,3000)
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),life<=lifemax/3
triggerall = power >= 1000 && var(40) = 0
trigger1 = stateno = 1407 && time = 40

[State -1, HE]
type = ChangeState
value = var(57)
triggerall = var(59)
triggerall = var(40) = 0
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = EnemyNear(var(58)),MoveType = H
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
trigger1 = enemynear(var(58)),facing != facing
trigger1 = helper(35002),var(54) = 1 && VAR(41) > 100 && enemynear(var(58)),vel y > 0
trigger1 = ctrl || stateno = 0 || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = p2bodydist y = [-10-((5+ifelse(P2BodyDist x <= (70 + 5 * enemynear(var(58)),vel X),9,(9 + (P2BodyDist x - 14 * enemynear(var(58)),vel X)/(8.5 + enemynear(var(58)),vel X))))*(enemynear(var(58)),vel y)+((5+ifelse(P2BodyDist x <= (70 + 5 * enemynear(var(58)),vel X),9,(9 + (P2BodyDist x - 14 * enemynear(var(58)),vel X)/(8.5 + enemynear(var(58)),vel X))))*((5+ifelse(P2BodyDist x <= (70 + 5 * enemynear(var(58)),vel X),9,(9 + (P2BodyDist x - 14 * enemynear(var(58)),vel X)/(8.5 + enemynear(var(58)),vel X))))+1)/2)*fvar(20)),0]
trigger1 = var(57) := 1400
trigger2 = enemynear(var(58)),facing = facing
trigger2 = helper(35002),var(54) = 1 && VAR(41) > 100 && enemynear(var(58)),vel y > 0
trigger2 = ctrl || stateno = 0 || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger2 = p2bodydist y = [-10-((5+ifelse(P2BodyDist x <= (70 - 5 * enemynear(var(58)),vel X),9,(9 + (P2BodyDist x + 14 * enemynear(var(58)),vel X)/(8.5 - enemynear(var(58)),vel X))))*(enemynear(var(58)),vel y)+((5+ifelse(P2BodyDist x <= (70 - 5 * enemynear(var(58)),vel X),9,(9 + (P2BodyDist x + 14 * enemynear(var(58)),vel X)/(8.5 - enemynear(var(58)),vel X))))*((5+ifelse(P2BodyDist x <= (70 - 5 * enemynear(var(58)),vel X),9,(9 + (P2BodyDist x + 14 * enemynear(var(58)),vel X)/(8.5 - enemynear(var(58)),vel X))))+1)/2)*fvar(20)),0]
trigger2 = var(57) := 1400
trigger3 = ctrl || stateno = 0 || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger3 = p2bodydist y = [-100-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)),200-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20))]
trigger3 = helper(35002),var(54) = 2 || VAR(41) <= 100
trigger3 = var(57) := 1800
trigger4 = p2bodydist y = [-20-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20)),200-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20))]
trigger4 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,149]) 
trigger4 = helper(35002),var(54) = 3 
trigger4 = var(57):= 1510

[State -1, HE]
type = ChangeState
value = var(57)
triggerall = var(59)
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = EnemyNear(var(58)),MoveType = H
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = movehit
trigger1 = stateno = 215 || stateno = 245
trigger1 = var(57) := ifelse(EnemyNear(var(58)),LIFE>=LIFEMAX/3 && power >= 2000 && var(40) = 0,ifelse(random<=500 && var(41) < 100,1210,310),1210)
trigger2 = stateno = 310 && AnimElemtime(6) > 0 || stateno = 310 && movehit = 1 && P2BodyDist x > 40
trigger2 = !(power >= 2000 && EnemyNear(var(58)),LIFE>LIFEMAX/3)
trigger2 = var(57) := 1400

[State -1,?��?]
Type = ChangeState
value = var(57)
TriggerAll = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
trigger1 = stateno = 255 && animtime = 0 && var(41) >= 250 && p2bodydist x >= 100
trigger1 = var(57):= ifelse(random <= 500,1600,1700)

;��?-------------------------------------------------------------------------------

[State -1,�ߋ�?��?]
Type = ChangeState
value = var(57)
Triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = movehit
trigger1 = stateno = 200 || stateno = 235 && var(32) != 5 && p2bodydist X > 30
trigger1 = var(57) := 310
trigger2 = prevstateno != 235 && (stateno = 430 || stateno = 400)
trigger2 = p2bodydist X > 30
trigger2 = var(57) := 310
trigger3 = (stateno = 400 || stateno = 430) && var(32) = 15 || (stateno = 235 && var(32) != 15)
trigger3 = var(32) > 10
trigger3 = var(57) := 310

[State -1,�ߋ�?��?]
Type = ChangeState
value = var(57)
Triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = movehit
trigger1 = stateno = 235
trigger1 = var(32) = 5
trigger1 = var(57) := ifelse(random <= 500 && p2bodydist x <= 15,ifelse(random <= 500,205,215),ifelse(random <= 500,400,430))
trigger2 = prevstateno = 235 && (stateno = 430 || stateno = 205 ||stateno = 400) && var(32) = 10
trigger2 = var(57) := ifelse(stateno = 430,ifelse(random <= 500 && p2bodydist x <= 25,215,ifelse(random <= 500,235,400)),ifelse(stateno = 205,215,ifelse(random <= 500 && p2bodydist x <= 25,215,ifelse(random <= 500,235,400))))
trigger3 = stateno = 205 
trigger3 = var(32) = 5
trigger3 = var(57) := ifelse(random <= 500 && p2bodydist x <= 15,235,400)
trigger4 = prevstateno = 205 && (stateno = 400 || stateno = 235) && var(32) = 10
trigger4 = var(57) := ifelse(stateno = 235,ifelse(random <= 500 && p2bodydist x <= 25,215,ifelse(enemynear(var(58)),statetype != C && random <= 500,200,400)),ifelse(stateno = 400 && random <= 500 && p2bodydist x <= 25,215,400))
trigger5 = (prevstateno = 430 || prevstateno = 400) && stateno = 235 && var(32) = 15
trigger5 = var(57) := ifelse(enemynear(var(58)),statetype != C && P2BodyDist x <= 30,430,400)
trigger6 = stateno = 400 
trigger6 = var(32) = 5 
trigger6 = var(57) := ifelse(random <= 500 && p2bodydist x <= 15,215,235)
trigger7 = stateno = 430
trigger7 = var(32) = 5 && p2bodydist X < 30
trigger7 = var(57) := ifelse(random <= 500 && p2bodydist x <= 10,215,ifelse(p2bodydist x <= 25,400,1000))
trigger8 = (prevstateno = 400 || prevstateno = 430) && stateno = 400 && var(32) = 10
trigger8 = var(57) := ifelse(p2bodydist x <= 10,215,ifelse(p2bodydist x <= 30,400,310))
trigger9 = prevstateno != 235 && stateno = 235 && var(32) = 10
trigger9 = var(57) := ifelse(p2bodydist x <= 25,215,ifelse(enemynear(var(58)),statetype != C && random <= 500,200,400))
trigger10 = prevstateno = 235 && (stateno = 400 || stateno = 430) && var(32) = 20
trigger10 = var(57) := ifelse(stateno = 430,ifelse(p2bodydist x <= 30,200,310),310)

;?�U?��h-----------------------------------------------------------------

[State -1,�ߋ�?��?]
Type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = MoveContact
trigger1 = stateno = 215 || stateno = 245
trigger1 = enemynear(var(58)),STATENO = 5700
trigger1 = var(57) := 1210
trigger2 = stateno = 400 || stateno = 430 || stateno = 205 || stateno = 235
trigger2 = animtime = -1
trigger2 = enemynear(var(58)),STATENO = 5700
trigger2 = var(57) := 100
trigger3 = (stateno = 240 || stateno = 250 || stateno = 440) && power >= 2000 && !var(40)
trigger3 = enemynear(var(58)),STATENO = 5700
trigger3 = var(57) := 751
trigger4 = stateno = 250 && MoveContact
trigger4 = var(57) := ifelse(enemynear(var(58)),power < 1000 && random <= 500,1000,1600)

[State -1,��k]
Type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = helper(35002),var(34) != 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),MOVEtype != H
trigger1 = stateno = 310 && AnimElemTime(3) > 0 && AnimElemTime(3) < 6 || stateno = 440 && AnimElemTime(6) > 0 || stateno = 250 && AnimElemTime(6) > 0
trigger1 = p2bodydist x > 0 && !(enemynear(var(58)),MOVEtype = A && (enemynear(var(58)),prevstateno = [150,159]))
trigger1 = (enemynear(var(58)),facing != facing && enemynear(var(58)),vel x < 0 || enemynear(var(58)),facing = facing && enemynear(var(58)),vel x > 0)
trigger1 = var(57) := ifelse(var(41) <= 100 || p2bodydist x <= 100 || numprojID(1000),1600,1000)
trigger2 = stateno = 310 && AnimElemTime(3) > 0 && AnimElemTime(3) < 6 || stateno = 440 && AnimElemTime(6) > 0 || stateno = 250 && AnimElemTime(6) > 0
trigger2 = !(enemynear(var(58)),MOVEtype = A && (enemynear(var(58)),prevstateno = [150,159]))
trigger2 = p2bodydist x > 0 && enemynear(var(58)),vel x = 0
trigger2 = var(57) := ifelse(random <= 500 && P2BodyDist x <= 100,1600,1800)
trigger3 = stateno = 310 && AnimElemTime(3) > 0 && AnimElemTime(3) < 6 || stateno = 440 && AnimElemTime(6) > 0 || stateno = 250 && AnimElemTime(6) > 0
trigger3 = !(enemynear(var(58)),MOVEtype = A && (enemynear(var(58)),prevstateno = [150,159]))
trigger3 = p2bodydist x <= 0 && (enemynear(var(58)),facing != facing && enemynear(var(58)),vel x > 0 || enemynear(var(58)),facing = facing && enemynear(var(58)),vel x < 0)
trigger3 = var(57) := 1400
trigger4 = enemynear(var(58)),MOVEtype = A && enemynear(var(58)),MoveContact = 0 && enemynear(var(58)),facing != facing && enemynear(var(58)),prevstateno != [150,159]
trigger4 = stateno = 200 && time >= 4 || stateno = 205 && time >= 4 || stateno = 400 && time >= 4 || stateno = 430 && time >= 4 || stateno = 235 && time >= 6 || stateno = 440 && time >= 15 || stateno = 240 && time >= 20 || stateno = 250 && time >= 24 
trigger4 = var(59) <= 2 && power >= 1000 && enemynear(var(58)),Statetype != A
trigger4 = HELPER(35002),VAR(53) = 1 && random <= 500
trigger4 = var(57) := ifelse(power >= 2000 && random <= 500,3250,3200)
trigger5 = enemynear(var(58)),MOVEtype = A && enemynear(var(58)),MoveContact = 0 && enemynear(var(58)),facing != facing && enemynear(var(58)),prevstateno != [150,159]
trigger5 = stateno = 255 && time >= 15 || stateno = 200 && time >= 4 || stateno = 205 && time >= 4 || stateno = 400 && time >= 4 || stateno = 430 && time >= 4 || stateno = 235 && time >= 6 || stateno = 440 && time >= 15 || stateno = 240 && time >= 20 || stateno = 250 && time >= 24 
trigger5 = var(59) > 1 && enemynear(var(58)),Statetype != A
Trigger5 = var(59) > 2 && HELPER(35002),VAR(42) > 0 || HELPER(35002),VAR(53) = 1
trigger5 = var(57) := ifelse((prevstateno = [150,159]),700,120)

[State -1,]
Type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = MoveGuarded
trigger1 = (stateno = 215 && AnimElemTime(2) >= 2 && AnimElemTime(3) < 2)||(stateno = 310 && AnimElemTime(3) > 0)
trigger1 = var(57) := 1600
trigger2 = stateno = 245 || stateno = 305 && AnimElemTime(6) > 0
trigger2 = var(57) := ifelse(stateno = 245,305,1600)
trigger3 = stateno = 440 && AnimElemTime(5) > 0 && AnimElemTime(7) < 0
trigger3 = var(57) := ifelse(random<=500 && P2BodyDist x < 90,1600,1800)

[State -1,�ߋ�?��?]
Type = ChangeState
value = var(57)
triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),STATENO != [5000,5201]
triggerall = enemynear(var(58)),STATENO != 5700
triggerall = MoveGuarded
trigger1 = stateno = 235
trigger1 = var(32) = 5
trigger1 = var(57) := ifelse(random <= 500 && p2bodydist x <= 15,ifelse(random <= 500,205,215),ifelse(random <= 500,400,430))
trigger2 = prevstateno = 235 && (stateno = 430 || stateno = 205 ||stateno = 400) && var(32) = 10 && p2bodydist x <= 30
trigger2 = var(57) := ifelse(stateno = 205,215,ifelse(stateno = 400,ifelse(random <= 500 && p2bodydist x <= 25,215,400),ifelse(random <= 500 && p2bodydist x <= 25,215,ifelse(P2statetype != C,IFELSE(RANDOM <= 500,200,400),400))))
trigger3 = stateno = 205
trigger3 = var(32) = 5
trigger3 = var(57) := ifelse(random<=500 && p2bodydist x <= 10,235,400)
trigger4 = prevstateno = 205 && (stateno = 400 || stateno = 235) && var(32) = 10 && p2bodydist x <= 30
trigger4 = var(57) := ifelse(stateno = 235,ifelse(random <= 500 && p2bodydist x <= 15,215,ifelse(enemynear(var(58)),statetype != C,200,400)),ifelse(stateno = 400 && random <= 500 && p2bodydist x <= 25,215,400))
trigger5 = stateno = 235 && var(32) = 10
trigger5 = var(57) := ifelse(random <= 500 && p2bodydist x <= 25,ifelse(prevstateno = 235,400,215),ifelse(P2statetype != C,200,400))
trigger6 = stateno = 400 ;&& AnimElemTime(2) > 0 && AnimElemTime(3) < 2
trigger6 = var(32) = 5 && p2bodydist x <= 30
trigger6 = var(57) := ifelse(random <= 500,ifelse(random <= 500 && p2bodydist x <= 15,235,215),400)
trigger7 = stateno = 430 ;&& AnimElemTime(2) > 0 && AnimElemTime(3) < 2
trigger7 = var(32) = 5 && p2bodydist x <= 30
trigger7 = var(57) := ifelse(random <= 500 && p2bodydist x <= 10,215,400)
trigger8 = prevstateno = 400 && stateno = 400 && var(32) = 10
trigger8 = p2bodydist x <= 30
trigger8 = var(57) := 215
trigger9 = stateno = 400 && var(32) >= 15 && p2bodydist x > 30 || (stateno = 400 || stateno = 430) && var(32) = 5 && p2bodydist x > 30 && MoveGuarded = 1 && random <= 500
trigger9 = var(57) := 230
trigger10 = prevstateno = 430 && stateno = 400 && AnimElemTime(2) > 0 && AnimElemTime(3) < 2 && var(32) = 10
trigger10 = enemynear(var(58)),power < 1000
trigger10 = var(57) := 310

;����--------------------------------------------------------------------

[State AI]
type = ChangeState
value = 34
triggerall = var(59)
triggerall = p2bodydist x <= 100
triggerall = p2bodydist x >= 50
triggerall = random <= 100
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = !inguarddist
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),STATENO >= 200
triggerall = enemynear(var(58)),vel x < 0 && enemynear(var(58)),facing != facing || enemynear(var(58)),vel x > 0 && enemynear(var(58)),facing = facing
triggerall = (enemynear(var(58)),animtime = [-23,-13])
Triggerall = !Enemy,NumProj && helper(24000 + id),var(57) = 0
trigger1 = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 53) || (stateno = [100,101]) || (stateno = [120,149])

[State AI]
type = ChangeState
value = ifelse(random <= 500,1000,1010)
triggerall = var(59)
triggerall = helper(35002),var(42) = 0
triggerall = random <= 100
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = !inguarddist
triggerall = p2bodydist x > 100 
triggerall = numprojID(1000) = 0
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),STATENO = [1000,1999]
triggerall = enemynear(var(58)),time <= 5
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(0)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(2)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(4)
triggerall = enemynear(var(58)),stateno != helper(35002),fvar(6)
Triggerall = !Enemy,NumProj && helper(24000 + id),var(57) = 0
triggerall = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 53) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = helper(35002),var(1) = enemynear(var(58)),stateno
trigger2 = helper(35002),var(2) = enemynear(var(58)),stateno
trigger3 = helper(35002),var(3) = enemynear(var(58)),stateno
trigger4 = helper(35002),var(4) = enemynear(var(58)),stateno
trigger5 = helper(35002),var(5) = enemynear(var(58)),stateno
trigger6 = helper(35002),var(6) = enemynear(var(58)),stateno
trigger7 = helper(35002),var(7) = enemynear(var(58)),stateno
trigger8 = helper(35002),var(8) = enemynear(var(58)),stateno
trigger9 = helper(35002),var(9) = enemynear(var(58)),stateno
trigger10 = helper(35002),var(10) = enemynear(var(58)),stateno
trigger11 = helper(35002),var(11) = enemynear(var(58)),stateno
trigger12 = helper(35002),var(12) = enemynear(var(58)),stateno
trigger13 = helper(35002),var(13) = enemynear(var(58)),stateno
trigger14 = helper(35002),var(14) = enemynear(var(58)),stateno
trigger15 = helper(35002),var(15) = enemynear(var(58)),stateno
trigger16 = helper(35002),var(16) = enemynear(var(58)),stateno

[State AI]
type = ChangeState
value = 36
triggerall = var(59)
triggerall = var(33) = 0
triggerall = random <= 100
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = !inguarddist
triggerall = p2bodydist x = [100,200] 
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),Statetype != A
triggerall = enemynear(var(58)),Statetype != L
triggerall = enemynear(var(58)),STATENO = [200,1999]
triggerall = !(enemynear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || enemynear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing)
Triggerall = !Enemy,NumProj && helper(24000 + id),var(57) = 0
Triggerall = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 53) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime = [35,45]
trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime = [35,45]
trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime = [35,45]
trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime = [35,45]
trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime = [35,45]
trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime = [35,45]
trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime = [35,45]
trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime = [35,45]
trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime = [35,45]
trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime = [35,45]
trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime = [35,45]
trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime = [35,45]
trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime = [35,45]
trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime = [35,45]
trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime = [35,45]
trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime = [35,45]
trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime = [35,45]
trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime = [35,45]
trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime = [35,45]
trigger20 = enemynear(var(58)),AnimTime = [-45,-35]

;���S���E�S�Ă�
[State -1, S ONIYAKI]
type = ChangeState
value = 1110
triggerall = var(59)
triggerall = helper(35002),var(59) != 1
triggerall = helper(35002),var(56) != 1
triggerall = helper(35002),var(41) != 1
triggerall = helper(35002),var(34) != 1
TriggerAll = helper(35002),var(42) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = enemynear(var(58)),time >= 0
triggerall = Random <= ifelse(helper(35002),var(36) = 1,250,125)
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo >= 200
triggerall = enemynear(var(58)),facing != facing
triggerall = InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) ;|| (var(1) = [1,2]) && !movecontact && movetype != H
triggerall = p2bodydist x = [-5,50]
trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime >= 6
trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime >= 6
trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime >= 6
trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime >= 6
trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime >= 6
trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime >= 6
trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime >= 6
trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime >= 6
trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime >= 6
trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime >= 6
trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime >= 6
trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime >= 6
trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime >= 6
trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime >= 6
trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime >= 6
trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime >= 6
trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime >= 6
trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime >= 6
trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime >= 6
trigger20 = enemynear(var(58)),AnimTime <= -6

[State -1, S ONI]
type = ChangeState
value = ifelse(p2bodydist x <= 25,205,200)
triggerall = var(59)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = EnemyNear(var(58)),MoveType = H
triggerall = EnemyNear(var(58)),StateType = A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = !numtarget && var(50) != 26
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 115 || (stateno = [120,149])
trigger1 = P2BodyDist x = [-5,50]
trigger1 = p2bodydist y = [-5-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20)),5-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20))]

[State -1, S ONI]
type = ChangeState
value = 1110
triggerall = var(59)
triggerall = random <= 250
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = statetype != A
triggerall = EnemyNear(var(58)),MoveType = H
triggerall = EnemyNear(var(58)),StateType = A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = !numtarget && var(50) != 26
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 115 || (stateno = [120,149])
trigger1 = P2BodyDist x = [-5,50]
trigger1 = p2bodydist y = [-5-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20)),5-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20))]

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1800
triggerall = var(59)
TriggerAll = helper(35002),var(42) = 0
TriggerAll = RoundState = 2
triggerALL = statetype != A
TriggerAll = EnemyNear(var(58)),statetype != L
TriggerAll = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = EnemyNear(var(58)),movetype != H
trigger1 = EnemyNear(var(58)),StateNo < 200
trigger1 = EnemyNear(var(58)),VEL Y < 0 && EnemyNear(var(58)),VEL X >= 0
TriggerAll = P2bodydist X = [50+floor(17*fvar(37)),150+floor(17*fvar(37))]
triggerall = p2bodydist y = [-100-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)),-60-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20))]

[state -1, combo]
type = ChangeState
value = 3700
triggerall = var(59)
TriggerAll = helper(35002),var(34) = 0
triggerall = Random <= ifelse(helper(35002),var(36) = 1,250,125)
triggerall = roundstate = 2
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),movetype != H
triggerall = p2bodydist x = [-5+floor(10*(enemynear(var(58)),vel x)),45+floor(10*(enemynear(var(58)),vel x))]
triggerall = p2bodydist y = [-50-floor(10*(enemynear(var(58)),vel y)+(10*(10+1)/2)*fvar(20)),-25-floor(10*(enemynear(var(58)),vel y)+(10*(10+1)/2)*fvar(20))]
trigger1 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,149])

[state -1,�ŏI���퉜�`�@���� �؂�Ԃ�]
Type = ChangeState
value = 4000
triggerall = var(59)
triggerall = var(25) < 3
triggerall = helper(35002),var(59) != 1
triggerall = helper(35002),var(56) != 1
triggerall = helper(35002),var(34) != 1
triggerall = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = RoundState = 2
TriggerAll = power >= 2000
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-5,50]
triggerall = enemynear(var(58)),facing != facing
TriggerAll = EnemyNear(var(58)),Time = [0,2]
TriggerAll = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
Trigger2 = Enemy,HitDefAttr = SC,AT || EnemyNear(var(58)),HitDefAttr = SC,AT
Trigger2 = Enemy,Vel X > 0 || EnemyNear(var(58)),Vel X > 0

[State -1,����]
Type = ChangeState
Value = ifelse(var(42) <= 200,805,800)
TriggerAll = var(59)
TriggerAll = StateType != A
triggerall = RoundState=2
triggerall = EnemyNear(var(58)),facing != facing
triggerall = EnemyNear(var(58)),statetype != L
triggerall = (EnemyNear(var(58)),statetype = S)||(EnemyNear(var(58)),statetype=C)
triggerall = EnemyNear(var(58)),movetype != H
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
triggerall = helper(35002),var(57) != 1
triggerall = helper(35002),var(56) != 1
triggerall = helper(35002),var(41) != 1
triggerall = helper(35002),var(34) != 1
triggerall = helper(24000 + id),var(57) = 0
TriggerAll = P2BodyDist x = [-25,25]
triggerall = ctrl||stateno=21||stateno=22||(stateno=[100,101])||(stateno=[120,149])||stateno=52
triggerall = Random <= ifelse(helper(35002),var(36) = 1,500,250)
Trigger1 = EnemyNear(var(58)),MoveType=I||floor(EnemyNear(var(58)),GetHitVar(hittime))<0
Trigger2 = EnemyNear(var(58)),facing!=facing||(EnemyNear(var(58)),stateno=[50,55])||(EnemyNear(var(58)),stateno=[120,159])&&floor(EnemyNear(var(58)),GetHitVar(hittime))<0

[state -1,�ŏI���퉜�`�@���� �؂�Ԃ�]
Type = ChangeState
value = ifelse(power >= 2000 && life<=lifemax/3,3250,ifelse(random <= 500,3200,3300))
triggerall = var(59)
triggerall = var(25) < 3
triggerall = helper(35002),var(59) != 1
triggerall = helper(35002),var(56) != 1
triggerall = helper(35002),var(34) != 1
triggerall = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = RoundState = 2
TriggerAll = power >= 1000
TriggerAll = StateType != A
TriggerAll = P2BodyDist x = [-5,70]
triggerall = enemynear(var(58)),facing != facing
TriggerAll = EnemyNear(var(58)),Time = [0,2]
TriggerAll = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
Trigger2 = Enemy,HitDefAttr = SC,AT || EnemyNear(var(58)),HitDefAttr = SC,AT
Trigger2 = Enemy,Vel X > 0 || EnemyNear(var(58)),Vel X > 0

[state -1,]
Type = ChangeState;ChangeState
value = 120
triggerall = var(59)
triggerall = helper(35002),var(34) = 1
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(10)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(11)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(12)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(13)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(14)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(20)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(21)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(22)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(23)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(24)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(30)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(31)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(32)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(33)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(34)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(35)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(36)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(37)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(38)
triggerall = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(39)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Time >= 0
TriggerAll = enemynear(var(58)),PrevStateno != [150,155]
triggerall = EnemyNear(var(58)),facing != facing
Triggerall = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
Triggerall = !(inguarddist || helper(31000+id),inguarddist) && !(EnemyNear(var(58)),facing = facing && p2bodydist x >= 150)
Trigger1 = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger2 = (stateno = [200,999]) && (stateno != [700,720]) && (PrevStateno != [150,155]) && MOVETYPE != H

[state -1,]
Type = ChangeState;ChangeState
Value = var(57)
TriggerAll = var(59) <= 2
triggerall = helper(35002),var(34) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Time >= 0
TriggerAll = enemynear(var(58)),PrevStateno != [150,155]
Triggerall = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
Triggerall = inguarddist || helper(31000+id),inguarddist
Trigger1 = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = var(57):= ifelse(helper(35002),var(59) || helper(35002),var(55) > 0 || helper(35002),var(56) > 0 || EnemyNear(var(58)),facing = facing,120,ifelse(EnemyNear(var(58)),facing != facing && EnemyNear(var(58)),time >= 30 && enemynear(var(58)),AnimTime < -33,ifelse(var(41) <= 100,710,700),120))
Trigger2 = (stateno = [200,999]) && (stateno != [700,720]) && (PrevStateno != [150,155]) && MOVETYPE != H && power >= 1000 && enemynear(var(58)),Statetype != A
Trigger2 = EnemyNear(var(58)),Time = [0,2]
Trigger2 = HELPER(35002),VAR(53) = 1 && random <= 500
Trigger2 = var(57):= ifelse(power >= 2000 && random <= 500,3250,3200)

[state -1,]
Type = ChangeState;ChangeState
value = ifelse(helper(35002),var(59) || helper(35002),var(55) > 0 || helper(35002),var(56) > 0 || EnemyNear(var(58)),facing = facing,120,ifelse(EnemyNear(var(58)),facing != facing && EnemyNear(var(58)),time >= 30 && enemynear(var(58)),AnimTime < -33,ifelse(var(41) <= 100,710,700),120))
triggerall = var(59) > 1
triggerall = helper(35002),var(34) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Time >= 0
TriggerAll = enemynear(var(58)),PrevStateno != [150,155]
Triggerall = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
Triggerall = inguarddist || helper(31000+id),inguarddist
Trigger1 = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger2 = (stateno = [200,999]) && (stateno != [700,720]) && MOVETYPE != H
Trigger2 = var(59) > 2 && HELPER(35002),VAR(42) > 0 || HELPER(35002),VAR(53) = 1

[State AI]
type = ChangeState
value = 5200
triggerall = var(59)
triggerall = alive
triggerall = helper(35002),var(40) >= 10 || helper(35002),var(40) <= 1 || random <= 100
trigger1 = StateNo = 5050 || StateNo = 5071
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0

;�K�[�h�L�����Z���ӂ��Ƃ΂��U��
[State -1, GCA]
type = ChangeState
value = 255
triggerall = var(59)
triggerall = var(26) = 1
triggerall = var(25) < 6
triggerall = helper(35002),var(56) != 1
triggerall = helper(35002),var(41) != 1
triggerall = helper(35002),var(34) != 1
triggerall = RoundState = 2
triggerall = random <= 125||helper(35002),var(40) >= 15
triggerall = power >= 1000
triggerall = StateType != A
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo = [200,999]
triggerall = P2BodyDist x = [-5,75]
triggerall = (stateno = 150 || stateno = 151 || stateno = 152) && HitShakeOver
trigger1 = enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),statetype = A
trigger2 = p2bodydist y = [-10-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20)),10-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20))]

[State -1, ?cd]
type = ChangeState
value = 255
triggerall = var(59)
triggerall = var(25) < 3
triggerall = helper(35002),var(56) != 1
triggerall = helper(35002),var(41) != 1
triggerall = helper(35002),var(34) != 1
triggerall = power >= 1000
triggerall = random <= 125 || (fvar(10) >= 3000 || (var(41) < 200 || var(42) < 100)) && power >= 3000
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(58)),facing != facing
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo = [200,999]
triggerall = P2BodyDist x = [-5,75]
triggerall = (stateno = 150 || stateno = 151 || stateno = 152) && HitShakeOver
trigger1 = enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),statetype = A && HELPER(35002),VAR(40) >= 15
trigger2 = p2bodydist y = [-10-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20)),10-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20))]

;����������̘A���Z
;������������������������������������������������������������������������������������
[State -1, Hitr];���Z�b�g
type = VarSet
triggerall = var(50)
trigger1 = enemynear(var(58)),movetype = A ;|| stateno = 2600
trigger2 = enemynear(var(58)),stateno = [0,159]
trigger3 = enemynear(var(58)),ctrl=1
trigger4 = roundstate != 2
trigger5 = stateno = [3000,4000]
trigger6 = stateno = 5900
trigger7 = alive = 0
trigger8 = var(50) = 26 && Movetype = H && (Statetype = A || Statetype = L)
trigger9 = var(50) && (helper(35002),var(57) = 1 || target(10),statetype = A && var(50) != 14 || (enemynear(var(58)),stateno = [5100,5201]))
var(50) = 0

;---------------------------------------------------------------------------
;�ʒu���
;---------------------------------------------------------------------------
;�_�b�V�� �N���U�߈ʒu���

[State -1, Dash]
Type = ChangeState
Value = 100
triggerall = var(59)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = p2bodydist x >= IFELSE(TARGET(10),StateType = A,ifelse(helper(35002),var(44) = 1,30,-30),60)
triggerall = ctrl ||(stateno = [20,22]) || (stateno = [120,149])
triggerall = EnemyNear(var(58)),Ctrl = 0 || EnemyNear(var(58)),GetHitVar(hittime) > 15
trigger1 = enemynear(var(58)),StateType = A
trigger1 = enemynear(var(58)),StateNo = [5000,5100]
trigger1 = EnemyNear(var(58)),AnimTime < -10
trigger2 = enemynear(var(58)),StateNo = 5622
trigger3 = TARGET(10),StateType = A
trigger3 = enemynear(var(58)),facing != facing && enemynear(var(58)),vel x < 0 || enemynear(var(58)),facing = facing && enemynear(var(58)),vel x > 0

;�_�b�V��
[state -1]
Type = ChangeState
Value = 100
triggerall = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != A || EnemyNear(var(58)),facing = facing
TriggerAll =!InGuardDist && !helper(31000+id),inguarddist
TriggerAll = Ctrl || (stateno = [20,22])|| StateNo = [120,149]
Triggerall = P2BodyDist X > 0
Trigger1 = EnemyNear(var(58)),facing = facing || random <= ifelse(life > lifemax/3,100,10) || fvar(10) > 3000 || EnemyNear(var(58)),TIME >= 60
Trigger1 = P2BodyDist X > 50
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),StateType != L
Trigger1 = EnemyNear(var(58)),MoveType = I
trigger1 = var(34):= 10008
Trigger2 = P2BodyDist X > 100
Trigger2 = EnemyNear(var(58)),StateType = L
trigger2 = var(34):= 10009
Trigger3 = P2BodyDist X > 140 || EnemyNear(var(58)),facing = facing
Trigger3 = EnemyNear(var(58)),StateType = A
Trigger3 = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
Trigger3 =!EnemyNear(var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
trigger3 = var(34):= 10010
Trigger4 = EnemyNear(var(58)),StateType != L
Trigger4 = EnemyNear(var(58)),MoveType != H
Trigger4 =!EnemyNear(var(58)),Ctrl
Trigger4 = EnemyNear(var(58)),facing = facing
trigger4 = var(34):= 10011

;������������������������������������������������������������������������������������
;�������A�Z�U��(�n��)
;������������������������������������������������������������������������������������
[State -1, �㏬�W�����v ��΋�]
Type = ChangeState
Value = IFELSE(var(42) <= 100,39,ifelse(p2bodydist x > 30,39,33))
triggerall = var(59)
Triggerall = var(33) = 0
Triggerall = random <= 100
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = StateType != A
triggerall =!Enemy,NumProj
Triggerall = EnemyNear(var(58)),pos y >= 0
Triggerall = EnemyNear(var(58)),STATENO >= 200
triggerall = enemynear(var(58)),MoveType != A
triggerall = enemynear(var(58)),MoveType != H || HELPER(35002),VAR(57) = 1
Triggerall = (EnemyNear(var(58)),animtime = [-23,-18])
triggerall = enemynear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || enemynear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing
triggerall =!InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist x <= 100
trigger1 = enemynear(var(58)),Vel X <= 10

[State -1, �㏬�W�����v ��΋�]
Type = ChangeState
value = IFELSE(VAR(42) <= 100 && p2bodydist x <= 50,ifelse(var(33) > 0,ifelse(palno %2 = 0,710,21),36),ifelse(p2bodydist x <= 50 && var(33) = 0,35,ifelse(random <= 500 && var(33) = 0 && fvar(10) < 3000,105,21)))
triggerall = var(59)
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125) || helper(35002),var(40) >= 5
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
triggerall = StateType != A
triggerall =!Enemy,NumProj
triggerall = enemynear(var(58)),StateType != A
triggerall = enemynear(var(58)),MoveType != H
Triggerall = EnemyNear(var(58)),STATENO < 200
triggerall = enemynear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) && time >= 5 || (stateno = [120,149])
triggerall = p2bodydist x <= 100
triggerall = var(16):= 1
trigger1 = enemynear(var(58)),Vel X = [4,10]
Trigger2 = EnemyNear(var(58)),TIME = [5,10]

[State -1, �㒆�W�����v ��΋�]
Type = ChangeState
value = IFELSE(var(33) > 0 && p2bodydist x <= 50,ifelse(palno %2 = 0 && var(42) > 100,710,21),IFELSE(random <= 500 && VAR(42) > 100 && p2bodydist x >= 50,105,ifelse(random <= 500 && p2bodydist x <= 30,ifelse(random <= 500,39,33),ifelse(random <= 500,35,39))))
triggerall = var(59)
triggerall = helper(35002),var(41) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125) || helper(35002),var(40) >= 5
triggerall = StateType != A
triggerall =!Enemy,NumProj
triggerall = enemynear(var(58)),Vel X > 0
triggerall = enemynear(var(58)),Vel Y < 0
triggerall = enemynear(var(58)),MoveType != H
triggerall = enemynear(var(58)),StateType = A
triggerall = enemynear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = var(16):= 1
trigger1 = p2bodydist x = [-5,160]
trigger1 = p2bodydist y = [-40-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20)),0]
trigger1 = enemynear(var(58)),Vel X <= 6

;������������������������������������������������������������������������������������
;�������A�Z�U��(��)
;������������������������������������������������������������������������������������

[State -1, NARURU]
type = ChangeState
value = 320       
triggerall = var(59)
triggerall = statetype = A
trigger1 = vel y >= 0
trigger1 = stateno = 105
trigger2 = stateno = 61 && (vel y > -4 || var(49) < 7)
trigger2 = var(57):= 320

[State -3, Jump Strong Kick]
type = ChangeState;ChangeState
value = 640
triggerall = var(59)
triggerall = !(TARGET(10),statetype = A)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = vel x = 0
triggerall = ctrl
triggerall = P2BodyDist X = [-100+floor(10*(EnemyNear(floor(fvar(37))),vel X)+floor(10*vel X)),120+floor(10*(EnemyNear(floor(fvar(37))),vel X)+floor(10*vel X))]
triggerall = P2BodyDist Y = [-60-floor(10*(EnemyNear(floor(fvar(37))),vel Y)+(10*(10+1)/2)*fvar(30)-floor(10*vel Y)-(10*(10+1)/2)*0.54),30-floor(10*(EnemyNear(floor(fvar(37))),vel Y)+(10*(10+1)/2)*fvar(30)-floor(10*vel Y)-(10*(10+1)/2)*0.54)]
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),facing != facing && helper(35002),var(41) = 0 || enemynear(var(58)),MoveType = H
triggerall = P2statetype != L
triggerall = !EnemyNear(var(58)),MoveGuarded || EnemyNear(var(58)),MoveType = H
triggerall = !(EnemyNear(var(58)),power >= 1000 && EnemyNear(var(58)),StateNo < 200 && p2bodydist x <= 50)
trigger1 = random <= ifelse((PrevStateNo >= 600 && PrevStateNo <= 650) && EnemyNear(var(58)),MoveGuarded, 150, 400)
trigger1 = var(34) := 61002

;������������������������������������������������������������������������������������
;�ړ�
;������������������������������������������������������������������������������������

[State -1, RUN]
type = ChangeState;ChangeState
value = IFELSE(enemynear(var(58)),stateno = 5700 || enemynear(var(58)),stateno >= 5000 || var(59) > 2 || fvar(10) >= 30,100,ifelse((stateno != [20,22]) && random <= 500,100,21))
triggerall = var(59)
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = !helper(31000+id),inguarddist && !inguarddist
triggerALL = enemynear(var(58)),movetype = H
triggerall = EnemyNear(var(58)),Ctrl = 0 || EnemyNear(var(58)),GetHitVar(hittime) > 20
triggerall = p2bodydist x >= 40
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = var(49) > 0 && enemynear(var(58)),StateType != A
trigger2 = enemynear(var(58)),stateno = 5700

;����
[State -1, Walk]
type = ChangeState
value = 21
triggerall = var(59)
triggerall = !((var(50) || TARGET(10),StateType = A) && enemynear(var(58)),StateType = A)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),StateNo != [5120,5299]
triggerall = stateno != 21
triggerall = ctrl || (stateno = [20,22])
trigger1 = p2bodydist x <= 140
trigger1 = enemynear(var(58)),facing != facing && !inguarddist || enemynear(var(58)),facing = facing && !helper(31000+id),inguarddist
trigger2 = p2bodydist x > 140
trigger3 = Helper(35002),var(41) > 0

;�o�b�N�X�e�b�v
[state -1]
Type = ChangeState;ChangeState
Value = 105
triggerall = var(59)
TriggerAll = EnemyNear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || EnemyNear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [200,440]) || StateNo = [120,149] 
Trigger1 = P2BodyDist X < 80 || FrontEdgeBodyDist < 80
Trigger1 = HELPER(35002),VAR(57) = 1
Trigger1 = enemynear(var(58)),animtime <= -20
Trigger1 = EnemyNear(var(58)),vel x != 0
trigger1 =!Enemy,NumProj

;�o�b�N�X�e�b�v
[state -1]
Type = ChangeState
Value = ifelse((enemynear(var(58)),animtime = [-12,-10]),1600,ifelse((enemynear(var(58)),animtime = [-25,-20]),38,39))
triggerall = var(59)
TriggerAll = !(EnemyNear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || EnemyNear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing)
TriggerAll = var(41) <= 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [200,440]) && stateno != 255 && stateno != 216 || StateNo = [120,149] 
Trigger1 = P2BodyDist X < 80 || FrontEdgeBodyDist < 80
Trigger1 = HELPER(35002),VAR(57) = 1
Trigger1 = (enemynear(var(58)),animtime = [-25,-15]) && random <= 100 || (enemynear(var(58)),animtime = [-12,-10]) && random <= 100
trigger1 =!Enemy,NumProj

[state -1]
Type = null;ChangeState
Value = 216
triggerall = var(59)
TriggerAll = !(EnemyNear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || EnemyNear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing)
TriggerAll = var(41) <= 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [200,440]) && stateno != 255 && stateno != 216 || StateNo = [120,149] 
Trigger1 = P2BodyDist X <= 25
Trigger1 = HELPER(35002),VAR(57) = 1
Trigger1 = (enemynear(var(58)),animtime = [-10,0])
trigger1 =!Enemy,NumProj

;����(�N���U�߈ʒu���)
[State -1, Walk]
type = ChangeState
value = 22
triggerall = var(59)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = stateno != 22
triggerall = ctrl || (stateno = [20,22]) || STATENO = 101
trigger1 = enemynear(var(58)),StateType = L
trigger2 = enemynear(var(58)),StateNo = 5622
trigger3 = enemynear(var(58)),StateType = A
trigger3 = VAR(50) > 0 || target(10),StateType = A
trigger4 = helper(35002),var(57) = 1

;---------------------------------------------------------------------------
;AI�pp2name
;---------------------------------------------------------------------------
;����n��󂯐g�Ȃ�
[State -1, ]
Type = VarSet
triggerall = var(59)
trigger1 = 1
fvar(21) = 0

;����n��󂯐g����1(����)
[State -1, ]
Type = VarSet
triggerall = var(59)
trigger1 = enemynear(var(58)),authorname = "ahuron"
trigger1 = enemynear(var(58)),name != "SHIN" || enemynear(var(58)),name != "REI" || enemynear(var(58)),name != "JAGI" || enemynear(var(58)),name != "THOUTHER"
trigger1 = enemynear(var(58)),name != "Shinnosuke Kagami" || enemynear(var(58)),name != "Mukuro"
trigger1 = enemynear(var(58)),name != "Misuzu"
trigger2 = enemynear(var(58)),authorname = "jin"
trigger3 = enemynear(var(58)),authorname = "Chin-ya"
trigger4 = enemynear(var(58)),authorname = "kayui uma"
trigger4 = enemynear(var(58)),name ="anna" || enemynear(var(58)),name ="henri" || enemynear(var(58)),name ="mora" || enemynear(var(58)),name ="saya" || enemynear(var(58)),name ="dragon"
trigger5 = enemynear(var(58)),authorname = "aoba"
trigger6 = enemynear(var(58)),authorname = "Mikita"
fvar(21) = 1

;����n��󂯐g����2
[State -1, ]
Type = VarSet
triggerall = var(59)
trigger1 = enemynear(var(58)),authorname = "ikaruga"
trigger2 = enemynear(var(58)),authorname = "warusaki3"
trigger3 = enemynear(var(58)),authorname = "Gonzo-"
fvar(21) = 2

;---------------------------------------------------------------------------
;�s������
[State -1, ]
Type = VarSet
triggerall = var(59)
trigger1 = 1
fvar(22) = 0

;�s�������
[State -1, ]
Type = VarSet
triggerall = var(59)
trigger1 = enemynear(var(58)),stateno = [5200,5201]
trigger2 = enemynear(var(58)),stateno = 702
trigger2 = enemynear(var(58)),authorname = "ahuron"
trigger3 = enemynear(var(58)),stateno = 52000
fvar(22) = 1